diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/DenOfEvil.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/DenOfEvil.java
index a0b4a124f0e0443f264e8261893a9b1b8849a4a1..96ca632ba277636b121bfabce417a187b1dc8cc7 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/DenOfEvil.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/DenOfEvil.java
@@ -211,7 +211,7 @@ public class DenOfEvil extends AbstractNpcAI
 				if (character.isPlayable())
 				{
 					L2Skill skill = SkillTable.getInstance().getInfo(6149, 1);
-					skill.getEffects(character, character); // apply effect
+					skill.applyEffects(character, null, character, null, false, false); // apply effect
 				}
 				else
 				{
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/EvasGiftBoxes.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/EvasGiftBoxes.java
index 80f3a55967286a7afabfab15639e64dc1de6c8ea..8b2f9a54d197a076f7217fbc3666c8965b907b3c 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/EvasGiftBoxes.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/EvasGiftBoxes.java
@@ -61,7 +61,7 @@ public class EvasGiftBoxes extends AbstractNpcAI
 		if (npc.getId() == GIFTBOX)
 		{
 			int isKissOfEvaBuffed = 0;
-			if (killer.getFirstEffect(KISSOFEVA) != null)
+			if (killer.isAffectedBySkill(KISSOFEVA))
 			{
 				isKissOfEvaBuffed = 1;
 			}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/FairyTrees.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/FairyTrees.java
index ea91a8dfc71d9e948f9ec039ad4cd5ecb71b69f8..893615099490e0ec1c4ae3fc0c0543b80e297619 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/FairyTrees.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/FairyTrees.java
@@ -68,7 +68,7 @@ public class FairyTrees extends AbstractNpcAI
 					L2Skill skill = SkillTable.getInstance().getInfo(4243, 1);
 					if ((skill != null) && (originalKiller != null))
 					{
-						skill.getEffects(newNpc, originalKiller);
+						skill.applyEffects(newNpc, null, originalKiller, null, false, false);
 					}
 				}
 			}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/PlainsOfLizardman.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/PlainsOfLizardman.java
index 4019f6e637dfe15ec70bc1a25edd14732309d6bc..ec23a2684c25454ff1a5e761fce249b00d2a7731 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/PlainsOfLizardman.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/PlainsOfLizardman.java
@@ -121,7 +121,7 @@ public final class PlainsOfLizardman extends AbstractNpcAI
 		switch (npc.getId())
 		{
 			case TANTA_SUMMONER:
-				if (npc.getFirstEffect(DEMOTIVATION_HEX.getSkillId()) == null)
+				if (!npc.isAffectedBySkill(DEMOTIVATION_HEX.getSkillId()))
 				{
 					npc.doCast(DEMOTIVATION_HEX.getSkill());
 				}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/PrisonGuards.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/PrisonGuards.java
index 03606bf2d7f79598c02a9e906ef598bd1fb75854..9f4c4257b761155b3191848be3c8afab766c9ef5 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/PrisonGuards.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/PrisonGuards.java
@@ -137,9 +137,9 @@ public class PrisonGuards extends AbstractNpcAI
 		
 		if (npc.getId() == GUARD2)
 		{
-			if (_firstAttacked && (caster.getFirstEffect(SKILL_EVENT_TIMER) == null))
+			if (_firstAttacked && !caster.isAffectedBySkill(SKILL_EVENT_TIMER))
 			{
-				if (caster.getFirstEffect(SKILL_SILENCE) == null)
+				if (!caster.isAffectedBySkill(SKILL_SILENCE))
 				{
 					castDebuff(npc, caster, SKILL_SILENCE, isSummon, false, true);
 				}
@@ -156,7 +156,7 @@ public class PrisonGuards extends AbstractNpcAI
 		
 		if (npc.getId() == GUARD2)
 		{
-			if (target.getFirstEffect(SKILL_EVENT_TIMER) != null)
+			if (target.isAffectedBySkill(SKILL_EVENT_TIMER))
 			{
 				cancelQuestTimer("attackEnd", null, null);
 				startQuestTimer("attackEnd", 180000, npc, null);
@@ -190,9 +190,9 @@ public class PrisonGuards extends AbstractNpcAI
 		
 		_firstAttacked = true;
 		
-		if (attacker.getFirstEffect(SKILL_EVENT_TIMER) == null)
+		if (!attacker.isAffectedBySkill(SKILL_EVENT_TIMER))
 		{
-			if (attacker.getFirstEffect(SKILL_PERTIFICATION) == null)
+			if (!attacker.isAffectedBySkill(SKILL_PERTIFICATION))
 			{
 				castDebuff(npc, attacker, SKILL_PERTIFICATION, isSummon, true, false);
 			}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/SeedOfAnnihilation.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/SeedOfAnnihilation.java
index bfbf80452fb4edffbb5a9853613b05a0a32239fa..d5102cc812a7f35b7d5a0d0fb7c3b4a148367788 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/SeedOfAnnihilation.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/group_template/SeedOfAnnihilation.java
@@ -344,7 +344,7 @@ public class SeedOfAnnihilation extends AbstractNpcAI
 		}
 		else if (event.equalsIgnoreCase("transform"))
 		{
-			if (player.getFirstEffect(6408) != null)
+			if (player.isAffectedBySkill(6408))
 			{
 				npc.showChatWindow(player, 2);
 			}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Amaskari.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Amaskari.java
index 75ef1cb96c2b62a2d2175bbbc5f4f9dcf840b9c4..4deaf9e4a70b17dee7959f7843ca6358a2dbc0bd 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Amaskari.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Amaskari.java
@@ -25,8 +25,8 @@ import com.l2jserver.gameserver.instancemanager.HellboundManager;
 import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.holders.SkillHolder;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.gameserver.network.NpcStringId;
 import com.l2jserver.gameserver.network.clientpackets.Say2;
@@ -128,8 +128,8 @@ public class Amaskari extends AbstractNpcAI
 			if ((master != null) && !master.isDead())
 			{
 				master.broadcastPacket(new NpcSay(master.getObjectId(), Say2.NPC_ALL, master.getId(), AMASKARI_NPCSTRING_ID[1]));
-				final L2Effect e = master.getFirstEffect(BUFF_ID);
-				if ((e != null) && (e.getSkill().getAbnormalLvl() == 3) && master.isInvul())
+				final BuffInfo info = master.getEffectList().getBuffInfoBySkillId(BUFF_ID);
+				if ((info != null) && (info.getSkill().getAbnormalLvl() == 3) && master.isInvul())
 				{
 					master.setCurrentHp(master.getCurrentHp() + (master.getCurrentHp() / 5));
 				}
@@ -137,13 +137,13 @@ public class Amaskari extends AbstractNpcAI
 				{
 					master.clearAggroList();
 					master.getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
-					if (e == null)
+					if (info == null)
 					{
 						master.doCast(BUFF[0].getSkill());
 					}
-					else if (e.getSkill().getAbnormalLvl() < 3)
+					else if (info.getSkill().getAbnormalLvl() < 3)
 					{
-						master.doCast(BUFF[e.getSkill().getAbnormalLvl()].getSkill());
+						master.doCast(BUFF[info.getSkill().getAbnormalLvl()].getSkill());
 					}
 					else
 					{
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Baium.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Baium.java
index 3e5685f88fb67168d6c3b99cbfb1487275238183..5a4d306264259310201240422cebd9f0d56e1a84 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Baium.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Baium.java
@@ -42,7 +42,6 @@ import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2DecoyInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2GrandBossInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.holders.SkillHolder;
 import com.l2jserver.gameserver.model.quest.QuestTimer;
 import com.l2jserver.gameserver.model.skills.L2Skill;
@@ -412,15 +411,7 @@ public class Baium extends AbstractNpcAI
 		
 		if (attacker.getMountType() == MountType.STRIDER)
 		{
-			boolean hasStriderDebuff = false;
-			for (L2Effect e : attacker.getAllEffects())
-			{
-				if (e.getSkill().getId() == HINDER_STRIDER.getSkillId())
-				{
-					hasStriderDebuff = true;
-				}
-			}
-			if (!hasStriderDebuff)
+			if (!attacker.isAffectedBySkill(HINDER_STRIDER.getSkillId()))
 			{
 				npc.setTarget(attacker);
 				if (npc.isMuted())
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/QueenAnt.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/QueenAnt.java
index f0275868ab49aa09f24d287fea686643835e486b..b3d4e32dbe2427887ef3c9c6973522be862359e3 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/QueenAnt.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/QueenAnt.java
@@ -316,7 +316,7 @@ public class QueenAnt extends AbstractNpcAI
 			if (curse != null)
 			{
 				npc.broadcastPacket(new MagicSkillUse(npc, character, curse.getId(), curse.getLevel(), 300, 0));
-				curse.getEffects(npc, character);
+				curse.applyEffects(npc, null, character, null, false, false);
 			}
 			
 			((L2Attackable) npc).stopHating(character); // for calling again
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Valakas.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Valakas.java
index 891de2ba450c8e16ef6c1ac49fbe1eab737f4873..7dfaf5a167ba7093b9ad860ea69b50f3a48ce7c2 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Valakas.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Valakas.java
@@ -36,8 +36,8 @@ import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.L2Playable;
 import com.l2jserver.gameserver.model.actor.instance.L2GrandBossInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.holders.SkillHolder;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.gameserver.model.zone.type.L2BossZone;
 import com.l2jserver.gameserver.network.serverpackets.PlaySound;
@@ -244,8 +244,8 @@ public class Valakas extends AbstractNpcAI
 				}
 				
 				// Verify if "Valakas Regeneration" skill is active.
-				final L2Effect e = npc.getFirstEffect(VALAKAS_REGENERATION);
-				final int lvl = e != null ? e.getSkill().getLevel() : 0;
+				final BuffInfo info = npc.getEffectList().getBuffInfoBySkillId(VALAKAS_REGENERATION);
+				final int lvl = info != null ? info.getSkill().getLevel() : 0;
 				
 				// Current HPs are inferior to 25% ; apply lvl 4 of regen skill.
 				if ((npc.getCurrentHp() < (npc.getMaxHp() / 4)) && (lvl != 4))
@@ -409,7 +409,7 @@ public class Valakas extends AbstractNpcAI
 		if (attacker.getMountType() == MountType.STRIDER)
 		{
 			final L2Skill skill = SkillTable.getInstance().getInfo(4258, 1);
-			if (attacker.getFirstEffect(skill) == null)
+			if (!attacker.isAffectedBySkill(4258))
 			{
 				npc.setTarget(attacker);
 				npc.doCast(skill);
@@ -522,7 +522,7 @@ public class Valakas extends AbstractNpcAI
 		final int hpRatio = (int) ((npc.getCurrentHp() / npc.getMaxHp()) * 100);
 		
 		// Valakas Lava Skin has priority.
-		if ((hpRatio < 75) && (getRandom(150) == 0) && (npc.getFirstEffect(VALAKAS_LAVA_SKIN.getSkillId()) == null))
+		if ((hpRatio < 75) && (getRandom(150) == 0) && !npc.isAffectedBySkill(VALAKAS_LAVA_SKIN.getSkillId()))
 		{
 			return VALAKAS_LAVA_SKIN;
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Zaken.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Zaken.java
index eb125469f2f1c10a480f11d97e7d9bb4d6e779e7..f91c492c7fdf5cd4b9597ccf72008342fbd27505 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Zaken.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/individual/Zaken.java
@@ -36,7 +36,6 @@ import com.l2jserver.gameserver.model.actor.L2Character;
 import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2GrandBossInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.gameserver.model.zone.type.L2BossZone;
 import com.l2jserver.gameserver.network.serverpackets.PlaySound;
@@ -256,28 +255,18 @@ public class Zaken extends AbstractNpcAI
 				_1001 = 0;
 				cancelQuestTimer("1001", npc, null);
 			}
-			int sk_4223 = 0;
-			int sk_4227 = 0;
-			for (L2Effect e : npc.getAllEffects())
-			{
-				if (e.getSkill().getId() == 4227)
-				{
-					sk_4227 = 1;
-				}
-				if (e.getSkill().getId() == 4223)
-				{
-					sk_4223 = 1;
-				}
-			}
+			
+			boolean sk_4223 = npc.isAffectedBySkill(4223);
+			boolean sk_4227 = npc.isAffectedBySkill(4227);
 			if (getTimeHour() < 5)
 			{
-				if (sk_4223 == 1) // use night face if zaken have day face
+				if (sk_4223) // use night face if zaken have day face
 				{
 					npc.setTarget(npc);
 					npc.doCast(SkillTable.getInstance().getInfo(4224, 1));
 					_loc.setLocation(npc.getLocation());
 				}
-				if (sk_4227 == 0) // use zaken regeneration
+				if (!sk_4227) // use zaken regeneration
 				{
 					npc.setTarget(npc);
 					npc.doCast(SkillTable.getInstance().getInfo(4227, 1));
@@ -450,17 +439,19 @@ public class Zaken extends AbstractNpcAI
 					_quest1 = 0;
 				}
 			}
-			else if (sk_4223 == 0) // use day face if not night time
+			else if (!sk_4223) // use day face if not night time
 			{
 				npc.setTarget(npc);
 				npc.doCast(SkillTable.getInstance().getInfo(4223, 1));
 				_quest2 = 3;
 			}
-			if (sk_4227 == 1) // when switching to day time, cancel zaken night regen
+			
+			if (sk_4227) // when switching to day time, cancel zaken night regen
 			{
 				npc.setTarget(npc);
 				npc.doCast(SkillTable.getInstance().getInfo(4242, 1));
 			}
+			
 			if (getRandom(40) < 1)
 			{
 				int i2 = getRandom(15);
@@ -776,15 +767,8 @@ public class Zaken extends AbstractNpcAI
 		{
 			if (attacker.getMountType() == MountType.STRIDER)
 			{
-				int sk_4258 = 0;
-				for (L2Effect e : attacker.getAllEffects())
-				{
-					if (e.getSkill().getId() == 4258)
-					{
-						sk_4258 = 1;
-					}
-				}
-				if (sk_4258 == 0)
+				boolean sk_4258 = attacker.isAffectedBySkill(4258);
+				if (!sk_4258)
 				{
 					npc.setTarget(attacker);
 					npc.doCast(SkillTable.getInstance().getInfo(4258, 1));
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/npc/ForgeOfTheGods/TarBeetle.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/npc/ForgeOfTheGods/TarBeetle.java
index e1992e275b4ff43cff768375b77a43e86b634367..df8ca9265219a218b76e692d114159054129046d 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/npc/ForgeOfTheGods/TarBeetle.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/npc/ForgeOfTheGods/TarBeetle.java
@@ -22,8 +22,8 @@ import ai.npc.AbstractNpcAI;
 
 import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.holders.SkillHolder;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.skills.L2Skill;
 
 /**
@@ -52,10 +52,10 @@ public class TarBeetle extends AbstractNpcAI
 		if ((spawn.getBeetle(npc).getScriptValue() > 0) && canCastSkill(npc))
 		{
 			int level = 0;
-			final L2Effect effect = player.getFirstEffect(SKILL_ID);
-			if (effect != null)
+			final BuffInfo info = player.getEffectList().getBuffInfoBySkillId(SKILL_ID);
+			if (info != null)
 			{
-				level = effect.getSkill().getAbnormalLvl();
+				level = info.getSkill().getAbnormalLvl();
 			}
 			if (level < 3)
 			{
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/npc/NpcBuffers/NpcBufferAI.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/npc/NpcBuffers/NpcBufferAI.java
index 8fb3ab1d8c3c7c018c8ff2c32bffd6e041d12d4e..1943435bffbfaa549c2641eb2f01c71299127007 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/npc/NpcBuffers/NpcBufferAI.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/npc/NpcBuffers/NpcBufferAI.java
@@ -63,7 +63,7 @@ public class NpcBufferAI implements Runnable
 				{
 					if (Util.checkIfInRange(Config.ALT_PARTY_RANGE, _npc, player, true))
 					{
-						skill.getEffects(player, player);
+						skill.applyEffects(player, null, player, null, false, false);
 					}
 				}
 				else
@@ -72,7 +72,7 @@ public class NpcBufferAI implements Runnable
 					{
 						if (Util.checkIfInRange(Config.ALT_PARTY_RANGE, _npc, member, true))
 						{
-							skill.getEffects(player, member);
+							skill.applyEffects(player, null, member, null, false, false);
 						}
 					}
 				}
@@ -88,7 +88,7 @@ public class NpcBufferAI implements Runnable
 						{
 							if (isFriendly(player, target))
 							{
-								skill.getEffects(target, target);
+								skill.applyEffects(target, null, target, null, false, false);
 							}
 							break;
 						}
@@ -96,7 +96,7 @@ public class NpcBufferAI implements Runnable
 						{
 							if (!isFriendly(player, target))
 							{
-								skill.getEffects(target, target);
+								skill.applyEffects(target, null, target, null, false, false);
 							}
 							break;
 						}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/ai/npc/NpcBuffers/impl/CabaleBuffer.java b/L2J_DataPack_BETA/dist/game/data/scripts/ai/npc/NpcBuffers/impl/CabaleBuffer.java
index d1b38359928c3068e6d0d8755a9210f47362173e..f2c4f2bd9bb6ce7218daca3d64b112593bb65831 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/ai/npc/NpcBuffers/impl/CabaleBuffer.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/ai/npc/NpcBuffers/impl/CabaleBuffer.java
@@ -27,7 +27,7 @@ import com.l2jserver.gameserver.ThreadPoolManager;
 import com.l2jserver.gameserver.datatables.SkillTable;
 import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.gameserver.network.NpcStringId;
 import com.l2jserver.gameserver.network.clientpackets.Say2;
@@ -292,8 +292,8 @@ public class CabaleBuffer extends AbstractNpcAI
 	
 	public int getAbnormalLvl(L2PcInstance player, int skillId)
 	{
-		final L2Effect effect = player.getFirstEffect(skillId);
-		return (effect != null) ? effect.getSkill().getAbnormalLvl() : 0;
+		final BuffInfo info = player.getEffectList().getBuffInfoBySkillId(skillId);
+		return (info != null) ? info.getSkill().getAbnormalLvl() : 0;
 	}
 	
 	public static void main(String[] args)
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/conquerablehalls/RainbowSpringsChateau/RainbowSpringsChateau.java b/L2J_DataPack_BETA/dist/game/data/scripts/conquerablehalls/RainbowSpringsChateau/RainbowSpringsChateau.java
index d5b268991ea78d694d1bb5af671adae1cc46108a..0dfc8e9702965a54ca26586b5e746f726c11e0ed 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/conquerablehalls/RainbowSpringsChateau/RainbowSpringsChateau.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/conquerablehalls/RainbowSpringsChateau/RainbowSpringsChateau.java
@@ -792,7 +792,7 @@ public class RainbowSpringsChateau extends Quest
 				{
 					for (L2Skill sk : DEBUFFS)
 					{
-						sk.getEffects(chr, chr);
+						sk.applyEffects(chr, null, chr, null, false, false);
 					}
 				}
 			}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/custom/IOPRace/IOPRace.java b/L2J_DataPack_BETA/dist/game/data/scripts/custom/IOPRace/IOPRace.java
index 1fe0fc1b258e2b2a72488d31e710ea1569f62f73..f67ff3f63ea663d011759dad35af78f30f02001a 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/custom/IOPRace/IOPRace.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/custom/IOPRace/IOPRace.java
@@ -98,10 +98,10 @@ public class IOPRace extends Quest
 			L2Skill skill = SkillTable.getInstance().getInfo(5239, 5);
 			if (skill != null)
 			{
-				skill.getEffects(npc, player);
+				skill.applyEffects(npc, null, player, null, false, false);
 				if (player.hasSummon())
 				{
-					skill.getEffects(npc, player.getSummon());
+					skill.applyEffects(npc, null, player.getSummon(), null, false, false);
 				}
 			}
 			
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/EffectMasterHandler.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/EffectMasterHandler.java
index 10e0cfd68aabe1edf2b9b795b4e1432e9865eb8c..796a80c6cba4d02af8f0461b8a41e8fe322e0f59 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/EffectMasterHandler.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/EffectMasterHandler.java
@@ -18,24 +18,22 @@
  */
 package handlers;
 
-import java.lang.reflect.Method;
 import java.util.logging.Level;
 import java.util.logging.Logger;
 
 import com.l2jserver.gameserver.handler.EffectHandler;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 
 import handlers.effecthandlers.*;
 
 /**
  * Effect Master handler.
- * @author BiggBoss
+ * @author BiggBoss, Zoey76
  */
 public final class EffectMasterHandler
 {
 	private static final Logger _log = Logger.getLogger(EffectMasterHandler.class.getName());
 	
-	private static final Class<?> LOAD_INSTANCES = EffectHandler.class;
-	
 	private static final Class<?>[] EFFECTS =
 	{
 		AddHate.class,
@@ -175,58 +173,26 @@ public final class EffectMasterHandler
 		VitalityPointUp.class,
 	};
 	
+	@SuppressWarnings("unchecked")
 	public static void main(String[] args)
 	{
-		Object loadInstance = null;
-		Method method = null;
-		
-		try
-		{
-			method = LOAD_INSTANCES.getMethod("getInstance");
-			loadInstance = method.invoke(LOAD_INSTANCES);
-		}
-		catch (Exception e)
-		{
-			_log.log(Level.WARNING, "Failed invoking getInstance method for handler: " + LOAD_INSTANCES.getSimpleName(), e);
-			return;
-		}
-		
-		method = null; // Releasing variable for next method
-		
 		for (Class<?> c : EFFECTS)
 		{
 			if (c == null)
 			{
 				continue; // Disabled handler
 			}
-			
-			try
-			{
-				if (method == null)
-				{
-					method = loadInstance.getClass().getMethod("registerHandler", Class.class);
-				}
-				
-				method.invoke(loadInstance, c);
-				
-			}
-			catch (Exception e)
-			{
-				_log.log(Level.WARNING, "Failed loading effect handler: " + c.getSimpleName(), e);
-				continue;
-			}
+			EffectHandler.getInstance().registerHandler((Class<? extends AbstractEffect>) c);
 		}
 		
 		// And lets try get size
 		try
 		{
-			method = loadInstance.getClass().getMethod("size");
-			Object returnVal = method.invoke(loadInstance);
-			_log.log(Level.INFO, loadInstance.getClass().getSimpleName() + ": Loaded " + returnVal + " Handlers");
+			_log.log(Level.INFO, EffectMasterHandler.class.getSimpleName() + ": Loaded " + EffectHandler.getInstance().size() + " effect handlers.");
 		}
 		catch (Exception e)
 		{
-			_log.log(Level.WARNING, "Failed invoking size method for handler: " + loadInstance.getClass().getSimpleName(), e);
+			_log.log(Level.WARNING, "Failed invoking size method for handler: " + EffectMasterHandler.class.getSimpleName(), e);
 		}
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/admincommandhandlers/AdminBuffs.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/admincommandhandlers/AdminBuffs.java
index 538052490bc94bc8c9fb093e381b70a5f075d8c0..3a8dfeab1a031294b1a62e3858a5ef8117f15adf 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/admincommandhandlers/AdminBuffs.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/admincommandhandlers/AdminBuffs.java
@@ -18,6 +18,7 @@
  */
 package handlers.admincommandhandlers;
 
+import java.util.ArrayList;
 import java.util.Collection;
 import java.util.List;
 import java.util.StringTokenizer;
@@ -28,7 +29,9 @@ import com.l2jserver.gameserver.handler.IAdminCommandHandler;
 import com.l2jserver.gameserver.model.L2World;
 import com.l2jserver.gameserver.model.actor.L2Character;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.AbnormalType;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.NpcHtmlMessage;
@@ -43,35 +46,28 @@ public class AdminBuffs implements IAdminCommandHandler
 	private static final String[] ADMIN_COMMANDS =
 	{
 		"admin_getbuffs",
+		"admin_getbuffs_ps",
 		"admin_stopbuff",
 		"admin_stopallbuffs",
 		"admin_areacancel",
 		"admin_removereuse",
 		"admin_switch_gm_buffs"
 	};
+	// Misc
+	private static final String FONT_RED1 = "<font color=\"FF0000\">";
+	private static final String FONT_RED2 = "</font>";
 	
 	@Override
 	public boolean useAdminCommand(String command, L2PcInstance activeChar)
 	{
-		
 		if (command.startsWith("admin_getbuffs"))
 		{
-			StringTokenizer st = new StringTokenizer(command, " ");
+			final StringTokenizer st = new StringTokenizer(command, " ");
 			command = st.nextToken();
-			
 			if (st.hasMoreTokens())
 			{
-				L2PcInstance player = null;
-				String playername = st.nextToken();
-				
-				try
-				{
-					player = L2World.getInstance().getPlayer(playername);
-				}
-				catch (Exception e)
-				{
-				}
-				
+				final String playername = st.nextToken();
+				L2PcInstance player = L2World.getInstance().getPlayer(playername);
 				if (player != null)
 				{
 					int page = 1;
@@ -79,15 +75,15 @@ public class AdminBuffs implements IAdminCommandHandler
 					{
 						page = Integer.parseInt(st.nextToken());
 					}
-					showBuffs(activeChar, player, page);
+					showBuffs(activeChar, player, page, command.endsWith("_ps"));
 					return true;
 				}
 				activeChar.sendMessage("The player " + playername + " is not online.");
 				return false;
 			}
-			else if ((activeChar.getTarget() != null) && (activeChar.getTarget() instanceof L2Character))
+			else if ((activeChar.getTarget() != null) && activeChar.getTarget().isCharacter())
 			{
-				showBuffs(activeChar, (L2Character) activeChar.getTarget(), 1);
+				showBuffs(activeChar, (L2Character) activeChar.getTarget(), 1, command.endsWith("_ps"));
 				return true;
 			}
 			else
@@ -219,10 +215,7 @@ public class AdminBuffs implements IAdminCommandHandler
 			activeChar.sendMessage("There is nothing to switch.");
 			return false;
 		}
-		else
-		{
-			return true;
-		}
+		return true;
 	}
 	
 	/**
@@ -245,9 +238,18 @@ public class AdminBuffs implements IAdminCommandHandler
 		return ADMIN_COMMANDS;
 	}
 	
-	public static void showBuffs(L2PcInstance activeChar, L2Character target, int page)
+	public static void showBuffs(L2PcInstance activeChar, L2Character target, int page, boolean passive)
 	{
-		final List<L2Effect> effects = target.getAllEffects();
+		final List<BuffInfo> effects = new ArrayList<>();
+		if (!passive)
+		{
+			effects.addAll(target.getEffectList().getEffects());
+		}
+		else
+		{
+			effects.addAll(target.getEffectList().getPassives().values());
+		}
+		
 		if ((page > ((effects.size() / PAGE_LIMIT) + 1)) || (page < 1))
 		{
 			return;
@@ -259,17 +261,21 @@ public class AdminBuffs implements IAdminCommandHandler
 			max++;
 		}
 		
-		final StringBuilder html = StringUtil.startAppend(500 + (effects.size() * 200), "<html><table width=\"100%\"><tr><td width=45><button value=\"Main\" action=\"bypass -h admin_admin\" width=45 height=21 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td><td width=180><center><font color=\"LEVEL\">Effects of ", target.getName(), "</font></td><td width=45><button value=\"Back\" action=\"bypass -h admin_current_player\" width=45 height=21 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td></tr></table><br><table width=\"100%\"><tr><td width=200>Skill</td><td width=30>Rem. Time</td><td width=70>Action</td><td>In use</td></tr>");
+		final StringBuilder html = StringUtil.startAppend(500 + (effects.size() * 200), "<html><table width=\"100%\"><tr><td width=45><button value=\"Main\" action=\"bypass -h admin_admin\" width=45 height=21 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td><td width=180><center><font color=\"LEVEL\">Effects of ", target.getName(), "</font></td><td width=45><button value=\"Back\" action=\"bypass -h admin_current_player\" width=45 height=21 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td></tr></table><br><table width=\"100%\"><tr><td width=200>Skill</td><td width=30>Rem. Time</td><td width=70>Action</td></tr>");
 		int start = ((page - 1) * PAGE_LIMIT);
 		int end = Math.min(((page - 1) * PAGE_LIMIT) + PAGE_LIMIT, effects.size());
-		for (int i = start; i < end; i++)
+		int count = 0;
+		for (BuffInfo info : effects)
 		{
-			L2Effect e = effects.get(i);
-			if (e != null)
+			if ((count >= start) && (count < end))
 			{
-				final L2Skill skill = e.getSkill();
-				StringUtil.append(html, "<tr><td>", skill.getName(), "(", e.getClass().getSimpleName(), ")", "</td><td>", skill.isToggle() ? "T (" + e.getTickCount() + ")" : skill.isPassive() ? "P" : e.getTimeLeft() + "s", "</td><td><button value=\"X\" action=\"bypass -h admin_stopbuff ", Integer.toString(target.getObjectId()), " ", String.valueOf(skill.getId()), "\" width=30 height=21 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td><td>" + e.isInUse() + "</td></tr>");
+				final L2Skill skill = info.getSkill();
+				for (AbstractEffect effect : info.getEffects())
+				{
+					StringUtil.append(html, "<tr><td>", (!info.isInUse() ? FONT_RED1 : "") + skill.getName(), " Lv ", String.valueOf(skill.getLevel()), " (", effect.getClass().getSimpleName(), ")" + (!info.isInUse() ? FONT_RED2 : ""), "</td><td>", skill.isToggle() ? "T (" + info.getTickCount(effect) + ")" : skill.isPassive() ? "P" : info.getTime() + "s", "</td><td><button value=\"X\" action=\"bypass -h admin_stopbuff ", Integer.toString(target.getObjectId()), " ", String.valueOf(skill.getId()), "\" width=30 height=21 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td></tr>");
+				}
 			}
+			count++;
 		}
 		
 		html.append("</table><table width=300 bgcolor=444444><tr>");
@@ -284,7 +290,7 @@ public class AdminBuffs implements IAdminCommandHandler
 			}
 			else
 			{
-				html.append("<td><a action=\"bypass -h admin_getbuffs ");
+				html.append("<td><a action=\"bypass -h admin_getbuffs" + (passive ? "_ps " : " "));
 				html.append(target.getName());
 				html.append(" ");
 				html.append(x + 1);
@@ -296,11 +302,32 @@ public class AdminBuffs implements IAdminCommandHandler
 		
 		html.append("</tr></table>");
 		
-		StringUtil.append(html, "<br><center><button value=\"Remove All\" action=\"bypass -h admin_stopallbuffs ", Integer.toString(target.getObjectId()), "\" width=80 height=21 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></html>");
-		
-		final NpcHtmlMessage ms = new NpcHtmlMessage();
-		ms.setHtml(html.toString());
-		activeChar.sendPacket(ms);
+		// Buttons
+		StringUtil.append(html, "<br><center><button value=\"Refresh\" action=\"bypass -h admin_getbuffs", (passive ? "_ps " : " "), target.getName(), "\" width=80 height=21 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">");
+		StringUtil.append(html, "<button value=\"Remove All\" action=\"bypass -h admin_stopallbuffs ", Integer.toString(target.getObjectId()), "\" width=80 height=21 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"><br>");
+		// Legend
+		if (!passive)
+		{
+			StringUtil.append(html, FONT_RED1, "Inactive buffs: ", String.valueOf(target.getEffectList().getHiddenBuffsCount()), FONT_RED2, "<br>");
+		}
+		StringUtil.append(html, "Total", passive ? " passive" : "", " buff count: ", String.valueOf(effects.size()));
+		if ((target.getEffectList().getAllBlockedBuffSlots() != null) && !target.getEffectList().getAllBlockedBuffSlots().isEmpty())
+		{
+			StringUtil.append(html, "<br>Blocked buff slots: ");
+			String slots = "";
+			for (AbnormalType slot : target.getEffectList().getAllBlockedBuffSlots())
+			{
+				slots += slot.toString() + ", ";
+			}
+			
+			if (!slots.isEmpty() && (slots.length() > 3))
+			{
+				StringUtil.append(html, slots.substring(0, slots.length() - 2));
+			}
+		}
+		StringUtil.append(html, "</html>");
+		// Send the packet
+		activeChar.sendPacket(new NpcHtmlMessage(html.toString()));
 		
 		if (Config.GMAUDIT)
 		{
@@ -321,15 +348,13 @@ public class AdminBuffs implements IAdminCommandHandler
 		
 		if ((target != null) && (skillId > 0))
 		{
-			for (L2Effect e : target.getAllEffects())
+			if (target.isAffectedBySkill(skillId))
 			{
-				if ((e != null) && (e.getSkill().getId() == skillId))
-				{
-					e.exit();
-					activeChar.sendMessage("Removed " + e.getSkill().getName() + " level " + e.getSkill().getLevel() + " from " + target.getName() + " (" + objId + ")");
-				}
+				target.stopSkillEffects(true, skillId);
+				activeChar.sendMessage("Removed skill ID: " + skillId + " effects from " + target.getName() + " (" + objId + ").");
 			}
-			showBuffs(activeChar, target, 1);
+			
+			showBuffs(activeChar, target, 1, false);
 			if (Config.GMAUDIT)
 			{
 				GMAudit.auditGMAction(activeChar.getName() + " [" + activeChar.getObjectId() + "]", "stopbuff", target.getName() + " (" + objId + ")", Integer.toString(skillId));
@@ -352,7 +377,7 @@ public class AdminBuffs implements IAdminCommandHandler
 		{
 			target.stopAllEffects();
 			activeChar.sendMessage("Removed all effects from " + target.getName() + " (" + objId + ")");
-			showBuffs(activeChar, target, 1);
+			showBuffs(activeChar, target, 1, false);
 			if (Config.GMAUDIT)
 			{
 				GMAudit.auditGMAction(activeChar.getName() + " [" + activeChar.getObjectId() + "]", "stopallbuffs", target.getName() + " (" + objId + ")", "");
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/admincommandhandlers/AdminEffects.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/admincommandhandlers/AdminEffects.java
index 5bd6d01b38d5fe5ac19341316ff3e98dc6020d69..e826e96492a9510c54e1d004a5ccbe239e9994f0 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/admincommandhandlers/AdminEffects.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/admincommandhandlers/AdminEffects.java
@@ -31,7 +31,7 @@ import com.l2jserver.gameserver.model.actor.L2Character;
 import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2ChestInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.AbnormalEffect;
+import com.l2jserver.gameserver.model.skills.AbnormalVisualEffect;
 import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.CharInfo;
@@ -204,7 +204,7 @@ public class AdminEffects implements IAdminCommandHandler
 				{
 					if (!player.isGM())
 					{
-						player.startAbnormalEffect(AbnormalEffect.HOLD_1);
+						player.startAbnormalEffect(AbnormalVisualEffect.HOLD_1);
 						player.setIsParalyzed(true);
 						player.startParalyze();
 					}
@@ -221,7 +221,7 @@ public class AdminEffects implements IAdminCommandHandler
 				Collection<L2PcInstance> plrs = activeChar.getKnownList().getKnownPlayers().values();
 				for (L2PcInstance player : plrs)
 				{
-					player.stopAbnormalEffect(AbnormalEffect.HOLD_1);
+					player.stopAbnormalEffect(AbnormalVisualEffect.HOLD_1);
 					player.setIsParalyzed(false);
 				}
 			}
@@ -248,11 +248,11 @@ public class AdminEffects implements IAdminCommandHandler
 					player = (L2Character) target;
 					if (type.equals("1"))
 					{
-						player.startAbnormalEffect(AbnormalEffect.HOLD_1);
+						player.startAbnormalEffect(AbnormalVisualEffect.HOLD_1);
 					}
 					else
 					{
-						player.startAbnormalEffect(AbnormalEffect.HOLD_2);
+						player.startAbnormalEffect(AbnormalVisualEffect.HOLD_2);
 					}
 					player.setIsParalyzed(true);
 					player.startParalyze();
@@ -281,11 +281,11 @@ public class AdminEffects implements IAdminCommandHandler
 					player = (L2Character) target;
 					if (type.equals("1"))
 					{
-						player.stopAbnormalEffect(AbnormalEffect.HOLD_1);
+						player.stopAbnormalEffect(AbnormalVisualEffect.HOLD_1);
 					}
 					else
 					{
-						player.stopAbnormalEffect(AbnormalEffect.HOLD_2);
+						player.stopAbnormalEffect(AbnormalVisualEffect.HOLD_2);
 					}
 					player.setIsParalyzed(false);
 				}
@@ -303,7 +303,7 @@ public class AdminEffects implements IAdminCommandHandler
 				if (target instanceof L2Character)
 				{
 					player = (L2Character) target;
-					player.startAbnormalEffect(AbnormalEffect.BIG_HEAD);
+					player.startAbnormalEffect(AbnormalVisualEffect.BIG_HEAD);
 				}
 			}
 			catch (Exception e)
@@ -319,7 +319,7 @@ public class AdminEffects implements IAdminCommandHandler
 				if (target instanceof L2Character)
 				{
 					player = (L2Character) target;
-					player.stopAbnormalEffect(AbnormalEffect.BIG_HEAD);
+					player.stopAbnormalEffect(AbnormalVisualEffect.BIG_HEAD);
 				}
 			}
 			catch (Exception e)
@@ -331,7 +331,7 @@ public class AdminEffects implements IAdminCommandHandler
 			try
 			{
 				int val = Integer.parseInt(st.nextToken());
-				boolean sendMessage = activeChar.getFirstEffect(7029) != null;
+				boolean sendMessage = activeChar.isAffectedBySkill(7029);
 				activeChar.stopSkillEffects((val == 0) && sendMessage, 7029);
 				if ((val >= 1) && (val <= 4))
 				{
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/bypasshandlers/OlympiadManagerLink.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/bypasshandlers/OlympiadManagerLink.java
index c23a5026945e65ea41ae947a143b6c9bbd5cc33e..efdc193f3a5c08b3dc17eba4c1fcb52842331bbf 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/bypasshandlers/OlympiadManagerLink.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/bypasshandlers/OlympiadManagerLink.java
@@ -260,12 +260,12 @@ public class OlympiadManagerLink implements IBypassHandler
 					{
 						activeChar.olyBuff--;
 						target.broadcastPacket(new MagicSkillUse(target, activeChar, skill.getId(), skill.getLevel(), 0, 0));
-						skill.getEffects(activeChar, activeChar);
+						skill.applyEffects(activeChar, null, activeChar, null, false, false);
 						L2Summon summon = activeChar.getSummon();
 						if (summon != null)
 						{
 							target.broadcastPacket(new MagicSkillUse(target, summon, skill.getId(), skill.getLevel(), 0, 0));
-							skill.getEffects(summon, summon);
+							skill.applyEffects(summon, null, summon, null, false, false);
 						}
 					}
 				}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/AddHate.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/AddHate.java
index b720b8ea22a4d1fc0b37262eead1ca199593fb13..fcf6b892929a35375f83ad496d5934e0a0053ced 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/AddHate.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/AddHate.java
@@ -18,27 +18,21 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Attackable;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Add Hate effect implementation.
  * @author Adry_85
  */
-public class AddHate extends L2Effect
+public final class AddHate extends AbstractEffect
 {
-	public AddHate(Env env, EffectTemplate template)
+	public AddHate(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,20 +42,21 @@ public class AddHate extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (!getEffected().isL2Attackable())
+		if (!info.getEffected().isL2Attackable())
 		{
 			return false;
 		}
 		
-		if (calc() > 0)
+		final double val = getValue();
+		if (val > 0)
 		{
-			((L2Attackable) getEffected()).addDamageHate(getEffector(), 0, (int) calc());
+			((L2Attackable) info.getEffected()).addDamageHate(info.getEffector(), 0, (int) val);
 		}
-		else if (calc() < 0)
+		else if (val < 0)
 		{
-			((L2Attackable) getEffected()).reduceHate(getEffector(), (int) -calc());
+			((L2Attackable) info.getEffected()).reduceHate(info.getEffector(), (int) -val);
 		}
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/AttackTrait.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/AttackTrait.java
index e664338ade1df8ba7dfc1aaf0fe1359f437ed2b1..25041926e436646c02d1c5aaac251b34e1f8d965 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/AttackTrait.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/AttackTrait.java
@@ -21,35 +21,29 @@ package handlers.effecthandlers;
 import java.util.HashMap;
 import java.util.Map;
 import java.util.Map.Entry;
-import java.util.logging.Logger;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.stat.CharStat;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.TraitType;
 
 /**
  * Attack Trait effect implementation
  * @author Nos
  */
-public class AttackTrait extends L2Effect
+public final class AttackTrait extends AbstractEffect
 {
-	private static final Logger _log = Logger.getLogger(AttackTrait.class.getName());
-	
 	private final Map<TraitType, Float> _attackTraits = new HashMap<>();
 	
-	/**
-	 * @param env
-	 * @param template
-	 */
-	public AttackTrait(Env env, EffectTemplate template)
+	public AttackTrait(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		if (template.hasParameters())
+		super(attachCond, applyCond, set, params);
+		
+		if (hasParameters())
 		{
-			for (Entry<String, Object> param : template.getParameters().getSet().entrySet())
+			for (Entry<String, Object> param : getParameters().getSet().entrySet())
 			{
 				try
 				{
@@ -74,37 +68,31 @@ public class AttackTrait extends L2Effect
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
-	}
-	
-	@Override
-	public boolean onStart()
+	public void onExit(BuffInfo info)
 	{
-		final CharStat charStat = getEffected().getStat();
+		final CharStat charStat = info.getEffected().getStat();
 		synchronized (charStat.getAttackTraits())
 		{
 			for (Entry<TraitType, Float> trait : _attackTraits.entrySet())
 			{
-				charStat.getAttackTraits()[trait.getKey().getId()] *= trait.getValue();
-				charStat.getAttackTraitsCount()[trait.getKey().getId()]++;
+				charStat.getAttackTraits()[trait.getKey().getId()] /= trait.getValue();
+				charStat.getAttackTraitsCount()[trait.getKey().getId()]--;
 			}
 		}
-		return true;
 	}
 	
 	@Override
-	public void onExit()
+	public boolean onStart(BuffInfo info)
 	{
-		final CharStat charStat = getEffected().getStat();
+		final CharStat charStat = info.getEffected().getStat();
 		synchronized (charStat.getAttackTraits())
 		{
 			for (Entry<TraitType, Float> trait : _attackTraits.entrySet())
 			{
-				charStat.getAttackTraits()[trait.getKey().getId()] /= trait.getValue();
-				charStat.getAttackTraitsCount()[trait.getKey().getId()]--;
+				charStat.getAttackTraits()[trait.getKey().getId()] *= trait.getValue();
+				charStat.getAttackTraitsCount()[trait.getKey().getId()]++;
 			}
 		}
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Backstab.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Backstab.java
index 3b9de54bb63c6cb8fb1c1a7da74933a99a318f04..b368fd62e23122a99f9c275a4a68ff5222ddb0d5 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Backstab.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Backstab.java
@@ -19,30 +19,31 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.enums.ShotType;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.BaseStats;
-import com.l2jserver.gameserver.model.stats.Env;
 import com.l2jserver.gameserver.model.stats.Formulas;
 
 /**
  * Backstab effect implementation.
  * @author Adry_85
  */
-public class Backstab extends L2Effect
+public final class Backstab extends AbstractEffect
 {
-	public Backstab(Env env, EffectTemplate template)
+	public Backstab(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return getEffector().isBehindTarget() && !Formulas.calcPhysicalSkillEvasion(getEffector(), getEffected(), getSkill()) && Formulas.calcBlowSuccess(getEffector(), getEffected(), getSkill());
+		return info.getEffector().isBehindTarget() && !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill()) && Formulas.calcBlowSuccess(info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -58,28 +59,28 @@ public class Backstab extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		
 		if (activeChar.isAlikeDead())
 		{
 			return false;
 		}
 		
-		boolean ss = getSkill().useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
-		byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
-		double damage = (int) Formulas.calcBackstabDamage(activeChar, target, getSkill(), shld, ss);
+		boolean ss = info.getSkill().useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
+		byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
+		double damage = (int) Formulas.calcBackstabDamage(activeChar, target, info.getSkill(), shld, ss);
 		
 		// Crit rate base crit rate for skill, modified with STR bonus
-		if (Formulas.calcCrit(getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target))
+		if (Formulas.calcCrit(info.getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target))
 		{
 			damage *= 2;
 		}
 		
-		target.reduceCurrentHp(damage, activeChar, getSkill());
-		target.notifyDamageReceived(damage, getEffector(), getSkill(), true);
+		target.reduceCurrentHp(damage, activeChar, info.getSkill());
+		target.notifyDamageReceived(damage, activeChar, info.getSkill(), true);
 		
 		// Manage attack or cast break of the target (calculating rate, sending message...)
 		if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
@@ -95,7 +96,7 @@ public class Backstab extends L2Effect
 		}
 		
 		// Check if damage should be reflected
-		Formulas.calcDamageReflected(activeChar, target, getSkill(), true);
+		Formulas.calcDamageReflected(activeChar, target, info.getSkill(), true);
 		
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Betray.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Betray.java
index 08dd2597c0e5b8b8f32e7d98a8b439e9148c0b24..86c0e5ebc35501abbe7144900bd574606fce7c04 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Betray.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Betray.java
@@ -19,22 +19,23 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlIntention;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Betray effect implementation.
  * @author decad
  */
-public class Betray extends L2Effect
+public final class Betray extends AbstractEffect
 {
-	public Betray(Env env, EffectTemplate template)
+	public Betray(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -50,18 +51,18 @@ public class Betray extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
+		info.getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffector().isPlayer() && getEffected().isSummon())
+		if (info.getEffector().isPlayer() && info.getEffected().isSummon())
 		{
-			L2PcInstance targetOwner = getEffected().getActingPlayer();
-			getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, targetOwner);
+			L2PcInstance targetOwner = info.getEffected().getActingPlayer();
+			info.getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, targetOwner);
 			return true;
 		}
 		return false;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BigHead.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BigHead.java
index 3955aaad6849ca2169061fc7855de809a9fba18e..6db66f7230c10cdfb5ec5cbea56cb2893a526b80 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BigHead.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BigHead.java
@@ -18,21 +18,22 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.AbnormalEffect;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.AbnormalVisualEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Big Head effect implementation.
  * @author LBaldi
  */
-public class BigHead extends L2Effect
+public final class BigHead extends AbstractEffect
 {
-	public BigHead(Env env, EffectTemplate template)
+	public BigHead(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -42,15 +43,15 @@ public class BigHead extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		getEffected().stopAbnormalEffect(AbnormalEffect.BIG_HEAD);
+		info.getEffected().stopAbnormalEffect(AbnormalVisualEffect.BIG_HEAD);
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().startAbnormalEffect(AbnormalEffect.BIG_HEAD);
+		info.getEffected().startAbnormalEffect(AbnormalVisualEffect.BIG_HEAD);
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Blink.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Blink.java
index 20197527794379dd294b7cd1472068574d41ac1e..436a2512f96afd93cff12659e5ffade966aa4c5c 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Blink.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Blink.java
@@ -22,11 +22,11 @@ import com.l2jserver.Config;
 import com.l2jserver.gameserver.GeoData;
 import com.l2jserver.gameserver.ai.CtrlIntention;
 import com.l2jserver.gameserver.model.Location;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.serverpackets.FlyToLocation;
 import com.l2jserver.gameserver.network.serverpackets.FlyToLocation.FlyType;
 import com.l2jserver.gameserver.network.serverpackets.ValidateLocation;
@@ -45,20 +45,11 @@ import com.l2jserver.gameserver.util.Util;
  * <br>
  * @author House
  */
-public class Blink extends L2Effect
+public final class Blink extends AbstractEffect
 {
-	private L2Character _actor;
-	private int x, y, z;
-	
-	public Blink(Env env, EffectTemplate template)
-	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
+	public Blink(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -68,35 +59,35 @@ public class Blink extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		_actor = isSelfEffect() ? getEffector() : getEffected();
-		int _radius = getSkill().getFlyRadius();
-		double angle = Util.convertHeadingToDegree(_actor.getHeading());
-		double radian = Math.toRadians(angle);
-		double course = Math.toRadians(getSkill().getFlyCourse());
-		int x1 = (int) (Math.cos(Math.PI + radian + course) * _radius);
-		int y1 = (int) (Math.sin(Math.PI + radian + course) * _radius);
+		final L2Character effected = isSelfEffect() ? info.getEffector() : info.getEffected();
+		final int radius = info.getSkill().getFlyRadius();
+		final double angle = Util.convertHeadingToDegree(effected.getHeading());
+		final double radian = Math.toRadians(angle);
+		final double course = Math.toRadians(info.getSkill().getFlyCourse());
+		final int x1 = (int) (Math.cos(Math.PI + radian + course) * radius);
+		final int y1 = (int) (Math.sin(Math.PI + radian + course) * radius);
 		
-		x = _actor.getX() + x1;
-		y = _actor.getY() + y1;
-		z = _actor.getZ();
+		int x = effected.getX() + x1;
+		int y = effected.getY() + y1;
+		int z = effected.getZ();
 		
 		if (Config.GEODATA > 0)
 		{
-			Location destiny = GeoData.getInstance().moveCheck(_actor.getX(), _actor.getY(), _actor.getZ(), x, y, z, _actor.getInstanceId());
+			final Location destiny = GeoData.getInstance().moveCheck(effected.getX(), effected.getY(), effected.getZ(), x, y, z, effected.getInstanceId());
 			x = destiny.getX();
 			y = destiny.getY();
 			z = destiny.getZ();
 		}
 		
 		// TODO: check if this AI intention is retail-like. This stops player's previous movement
-		_actor.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
-		_actor.broadcastPacket(new FlyToLocation(_actor, x, y, z, FlyType.DUMMY));
-		_actor.abortAttack();
-		_actor.abortCast();
-		_actor.setXYZ(x, y, z);
-		_actor.broadcastPacket(new ValidateLocation(_actor));
+		effected.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
+		effected.broadcastPacket(new FlyToLocation(effected, x, y, z, FlyType.DUMMY));
+		effected.abortAttack();
+		effected.abortCast();
+		effected.setXYZ(x, y, z);
+		effected.broadcastPacket(new ValidateLocation(effected));
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockAction.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockAction.java
index ebe5d6fbd3de51fab4d6d724230f32a2491a3e2e..5c9a820882c40bed3f33330a8d3ca2ae66fe2874 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockAction.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockAction.java
@@ -19,32 +19,31 @@
 package handlers.effecthandlers;
 
 import java.util.ArrayList;
+import java.util.List;
 
 import com.l2jserver.gameserver.datatables.BotReportTable;
 import com.l2jserver.gameserver.instancemanager.PunishmentManager;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.punishment.PunishmentAffect;
 import com.l2jserver.gameserver.model.punishment.PunishmentTask;
 import com.l2jserver.gameserver.model.punishment.PunishmentType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
+ * Block Action effect implementation.
  * @author BiggBoss
  */
-public final class BlockAction extends L2Effect
+public final class BlockAction extends AbstractEffect
 {
-	private final ArrayList<Integer> _blockedActions;
+	private final List<Integer> _blockedActions;
 	
-	/**
-	 * @param env
-	 * @param template
-	 */
-	public BlockAction(Env env, EffectTemplate template)
+	public BlockAction(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		String[] rawActions = template.getParameters().getString("blockedActions").split(",");
+		super(attachCond, applyCond, set, params);
+		
+		String[] rawActions = getParameters().getString("blockedActions").split(",");
 		_blockedActions = new ArrayList<>(rawActions.length);
 		for (String act : rawActions)
 		{
@@ -61,48 +60,42 @@ public final class BlockAction extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean checkCondition(Object id)
+	{
+		return !_blockedActions.contains(id);
+	}
+	
+	@Override
+	public void onExit(BuffInfo info)
 	{
-		if ((getEffected() == null) || !getEffected().isPlayer())
-		{
-			return false;
-		}
-		
 		if (_blockedActions.contains(BotReportTable.PARTY_ACTION_BLOCK_ID))
 		{
-			PunishmentManager.getInstance().startPunishment(new PunishmentTask(0, getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.PARTY_BAN, 0, "block action debuff", "system", true));
+			PunishmentManager.getInstance().stopPunishment(info.getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.PARTY_BAN);
 		}
-		
 		if (_blockedActions.contains(BotReportTable.CHAT_BLOCK_ID))
 		{
-			PunishmentManager.getInstance().startPunishment(new PunishmentTask(0, getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.CHAT_BAN, 0, "block action debuff", "system", true));
+			PunishmentManager.getInstance().stopPunishment(info.getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.CHAT_BAN);
 		}
-		
-		return true;
 	}
 	
 	@Override
-	public void onExit()
+	public boolean onStart(BuffInfo info)
 	{
+		if ((info.getEffected() == null) || !info.getEffected().isPlayer())
+		{
+			return false;
+		}
+		
 		if (_blockedActions.contains(BotReportTable.PARTY_ACTION_BLOCK_ID))
 		{
-			PunishmentManager.getInstance().stopPunishment(getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.PARTY_BAN);
+			PunishmentManager.getInstance().startPunishment(new PunishmentTask(0, info.getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.PARTY_BAN, 0, "block action debuff", "system", true));
 		}
+		
 		if (_blockedActions.contains(BotReportTable.CHAT_BLOCK_ID))
 		{
-			PunishmentManager.getInstance().stopPunishment(getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.CHAT_BAN);
+			PunishmentManager.getInstance().startPunishment(new PunishmentTask(0, info.getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.CHAT_BAN, 0, "block action debuff", "system", true));
 		}
-	}
-	
-	@Override
-	public boolean checkCondition(Object id)
-	{
-		return !_blockedActions.contains(id);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.ACTION_BLOCK;
+		
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockBuffSlot.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockBuffSlot.java
index 7764d4b6520ace84c6c815462b2a818b63474803..4e4c7adc6b08f4b349fadd87aa8e7a98a7213532 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockBuffSlot.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockBuffSlot.java
@@ -22,25 +22,25 @@ import java.util.Collections;
 import java.util.HashSet;
 import java.util.Set;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.skills.AbnormalType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Block Buff Slot effect implementation.
  * @author Zoey76
  */
-public class BlockBuffSlot extends L2Effect
+public final class BlockBuffSlot extends AbstractEffect
 {
 	private final Set<AbnormalType> _blockBuffSlots;
 	
-	public BlockBuffSlot(Env env, EffectTemplate template)
+	public BlockBuffSlot(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 		
-		String blockBuffSlots = template.hasParameters() ? template.getParameters().getString("slot", null) : null;
+		String blockBuffSlots = hasParameters() ? getParameters().getString("slot", null) : null;
 		if ((blockBuffSlots != null) && !blockBuffSlots.isEmpty())
 		{
 			_blockBuffSlots = new HashSet<>();
@@ -56,26 +56,20 @@ public class BlockBuffSlot extends L2Effect
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public void onExit(BuffInfo info)
 	{
-		return L2EffectType.NONE;
+		info.getEffected().getEffectList().removeBlockedBuffSlots(_blockBuffSlots);
 	}
 	
 	@Override
-	public void onExit()
-	{
-		getEffected().getEffectList().removeBlockedBuffSlots(_blockBuffSlots);
-	}
-	
-	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
 		if (_blockBuffSlots.isEmpty())
 		{
 			return false;
 		}
 		
-		getEffected().getEffectList().addBlockedBuffSlots(_blockBuffSlots);
+		info.getEffected().getEffectList().addBlockedBuffSlots(_blockBuffSlots);
 		
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockChat.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockChat.java
index f3e0ca832152b5aa99b469aab8b981f167aa3ae9..693087352920d7d88b9ad776cb794259afbfba49 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockChat.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockChat.java
@@ -19,22 +19,24 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.instancemanager.PunishmentManager;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
 import com.l2jserver.gameserver.model.punishment.PunishmentAffect;
 import com.l2jserver.gameserver.model.punishment.PunishmentTask;
 import com.l2jserver.gameserver.model.punishment.PunishmentType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
+ * Block Chat effect implementation.
  * @author BiggBoss
  */
-public final class BlockChat extends L2Effect
+public final class BlockChat extends AbstractEffect
 {
-	public BlockChat(Env env, EffectTemplate template)
+	public BlockChat(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -44,26 +46,20 @@ public final class BlockChat extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public void onExit(BuffInfo info)
 	{
-		if ((getEffected() == null) || !getEffected().isPlayer())
-		{
-			return false;
-		}
-		
-		PunishmentManager.getInstance().startPunishment(new PunishmentTask(0, getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.CHAT_BAN, 0, "Chat banned bot report", "system", true));
-		return true;
+		PunishmentManager.getInstance().stopPunishment(info.getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.CHAT_BAN);
 	}
 	
 	@Override
-	public void onExit()
-	{
-		PunishmentManager.getInstance().stopPunishment(getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.CHAT_BAN);
-	}
-	
-	@Override
-	public boolean isInstant()
+	public boolean onStart(BuffInfo info)
 	{
+		if ((info.getEffected() == null) || !info.getEffected().isPlayer())
+		{
+			return false;
+		}
+		
+		PunishmentManager.getInstance().startPunishment(new PunishmentTask(0, info.getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.CHAT_BAN, 0, "Chat banned bot report", "system", true));
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockParty.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockParty.java
index f91543278b68b5bc74d04e1f219221828a32eee3..3b6e33cdd204427800b27ca954ac643a86d46259 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockParty.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockParty.java
@@ -19,49 +19,40 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.instancemanager.PunishmentManager;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.punishment.PunishmentAffect;
 import com.l2jserver.gameserver.model.punishment.PunishmentTask;
 import com.l2jserver.gameserver.model.punishment.PunishmentType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
+ * Block Party effect implementation.
  * @author BiggBoss
  */
-public final class BlockParty extends L2Effect
+public final class BlockParty extends AbstractEffect
 {
-	/**
-	 * @param env
-	 * @param template
-	 */
-	public BlockParty(Env env, EffectTemplate template)
+	public BlockParty(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public void onExit(BuffInfo info)
 	{
-		return L2EffectType.NONE;
+		PunishmentManager.getInstance().stopPunishment(info.getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.PARTY_BAN);
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() == null) || !getEffected().isPlayer())
+		if ((info.getEffected() == null) || !info.getEffected().isPlayer())
 		{
 			return false;
 		}
 		
-		PunishmentManager.getInstance().startPunishment(new PunishmentTask(0, getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.PARTY_BAN, 0, "Party banned by bot report", "system", true));
+		PunishmentManager.getInstance().startPunishment(new PunishmentTask(0, info.getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.PARTY_BAN, 0, "Party banned by bot report", "system", true));
 		return true;
 	}
-	
-	@Override
-	public void onExit()
-	{
-		PunishmentManager.getInstance().stopPunishment(getEffected().getObjectId(), PunishmentAffect.CHARACTER, PunishmentType.PARTY_BAN);
-	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockResurrection.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockResurrection.java
index ad3a1d9d4679b38dc6d791bd1b9febd47e1a714d..26db5ad62098fa1841634bc65ceb13d5851b12ee 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockResurrection.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/BlockResurrection.java
@@ -18,21 +18,21 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
 
 /**
  * Block Resurrection effect implementation.
  * @author UnAfraid
  */
-public class BlockResurrection extends L2Effect
+public final class BlockResurrection extends AbstractEffect
 {
-	public BlockResurrection(Env env, EffectTemplate template)
+	public BlockResurrection(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Bluff.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Bluff.java
index 22a07299648b62f29566be0f9e8f2aba14f0c9f0..dc5d0b46baa20b25b6469012a5065afb9039385c 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Bluff.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Bluff.java
@@ -18,12 +18,12 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2NpcInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2SiegeSummonInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.network.serverpackets.StartRotation;
 import com.l2jserver.gameserver.network.serverpackets.StopRotation;
@@ -32,26 +32,21 @@ import com.l2jserver.gameserver.network.serverpackets.StopRotation;
  * Bluff effect implementation.
  * @author decad
  */
-public class Bluff extends L2Effect
+public final class Bluff extends AbstractEffect
 {
 	private final int _chance;
 	
-	public Bluff(Env env, EffectTemplate template)
+	public Bluff(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_chance = template.hasParameters() ? template.getParameters().getInt("chance", 100) : 100;
-	}
-	
-	@Override
-	public boolean calcSuccess()
-	{
-		return Formulas.calcProbability(_chance, getEffector(), getEffected(), getSkill());
+		super(attachCond, applyCond, set, params);
+		
+		_chance = hasParameters() ? getParameters().getInt("chance", 100) : 100;
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return L2EffectType.NONE;
+		return Formulas.calcProbability(_chance, info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -61,16 +56,16 @@ public class Bluff extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() instanceof L2NpcInstance) || ((getEffected().isNpc()) && (getEffected().getId() == 35062)) || (getEffected() instanceof L2SiegeSummonInstance))
+		if ((info.getEffected() instanceof L2NpcInstance) || ((info.getEffected().isNpc()) && (info.getEffected().getId() == 35062)) || (info.getEffected() instanceof L2SiegeSummonInstance))
 		{
 			return false;
 		}
 		
-		getEffected().broadcastPacket(new StartRotation(getEffected().getObjectId(), getEffected().getHeading(), 1, 65535));
-		getEffected().broadcastPacket(new StopRotation(getEffected().getObjectId(), getEffector().getHeading(), 65535));
-		getEffected().setHeading(getEffector().getHeading());
+		info.getEffected().broadcastPacket(new StartRotation(info.getEffected().getObjectId(), info.getEffected().getHeading(), 1, 65535));
+		info.getEffected().broadcastPacket(new StopRotation(info.getEffected().getObjectId(), info.getEffector().getHeading(), 65535));
+		info.getEffected().setHeading(info.getEffector().getHeading());
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Buff.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Buff.java
index 6360cc17ed33bf4e5fd2cd67bbbfd822bd28a67c..0ddef937915d2b63dc9ba16e30a79149dfdc8459 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Buff.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Buff.java
@@ -18,31 +18,21 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Buff effect implementation.
  * @author mkizub
  */
-public class Buff extends L2Effect
+public class Buff extends AbstractEffect
 {
-	public Buff(Env env, EffectTemplate template)
+	public Buff(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	public Buff(Env env, L2Effect effect)
-	{
-		super(env, effect);
-	}
-	
-	@Override
-	public boolean canBeStolen()
-	{
-		return !getSkill().isPassive();
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -52,8 +42,8 @@ public class Buff extends L2Effect
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		return getSkill().isPassive() || getSkill().isToggle();
+		return info.getSkill().isPassive() || info.getSkill().isToggle();
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CallParty.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CallParty.java
index ed58ba0a37c35e83b2d326cb1f8238661aa6e8d5..94927ecd1683940919889de4188f7942fa348078 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CallParty.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CallParty.java
@@ -18,28 +18,21 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.L2Party;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Call Party effect implementation.
  * @author Adry_85
  */
-public class CallParty extends L2Effect
+public final class CallParty extends AbstractEffect
 {
-	public CallParty(Env env, EffectTemplate template)
+	public CallParty(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -49,18 +42,17 @@ public class CallParty extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Party party = getEffector().getParty();
-		if (party != null)
+		if (info.getEffector().isInParty())
 		{
-			for (L2PcInstance partyMember : party.getMembers())
+			for (L2PcInstance partyMember : info.getEffector().getParty().getMembers())
 			{
-				if (CallPc.checkSummonTargetStatus(partyMember, getEffector().getActingPlayer()))
+				if (CallPc.checkSummonTargetStatus(partyMember, info.getEffector().getActingPlayer()))
 				{
-					if (getEffector() != partyMember)
+					if (info.getEffector() != partyMember)
 					{
-						partyMember.teleToLocation(getEffector().getLocation(), true);
+						partyMember.teleToLocation(info.getEffector().getLocation(), true);
 					}
 				}
 			}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CallPc.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CallPc.java
index ed853532e466b7df1d2f1b861269e355ed1f0214..03454b60130798107fa1e9ffc8838f36037fae41 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CallPc.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CallPc.java
@@ -21,14 +21,14 @@ package handlers.effecthandlers;
 import com.l2jserver.Config;
 import com.l2jserver.gameserver.SevenSigns;
 import com.l2jserver.gameserver.instancemanager.InstanceManager;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.entity.Instance;
 import com.l2jserver.gameserver.model.entity.TvTEvent;
 import com.l2jserver.gameserver.model.holders.SummonRequestHolder;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.zone.ZoneId;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.ConfirmDlg;
@@ -38,22 +38,16 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Call Pc effect implementation.
  * @author Adry_85
  */
-public class CallPc extends L2Effect
+public final class CallPc extends AbstractEffect
 {
 	private static int _itemId;
 	private static int _itemCount;
 	
-	public CallPc(Env env, EffectTemplate template)
+	public CallPc(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_itemId = template.getParameters().getInt("itemId", 0);
-		_itemCount = template.getParameters().getInt("itemCount", 0);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
+		_itemId = getParameters().getInt("itemId", 0);
+		_itemCount = getParameters().getInt("itemCount", 0);
 	}
 	
 	@Override
@@ -63,15 +57,15 @@ public class CallPc extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected() == getEffector())
+		if (info.getEffected() == info.getEffector())
 		{
 			return false;
 		}
 		
-		L2PcInstance target = getEffected().getActingPlayer();
-		L2PcInstance activeChar = getEffector().getActingPlayer();
+		L2PcInstance target = info.getEffected().getActingPlayer();
+		L2PcInstance activeChar = info.getEffector().getActingPlayer();
 		if (checkSummonTargetStatus(target, activeChar))
 		{
 			if ((_itemId != 0) && (_itemCount != 0))
@@ -89,7 +83,7 @@ public class CallPc extends L2Effect
 				target.sendPacket(sm);
 			}
 			
-			target.addScript(new SummonRequestHolder(activeChar, getSkill()));
+			target.addScript(new SummonRequestHolder(activeChar, info.getSkill()));
 			final ConfirmDlg confirm = new ConfirmDlg(SystemMessageId.C1_WISHES_TO_SUMMON_YOU_FROM_S2_DO_YOU_ACCEPT.getId());
 			confirm.addCharName(activeChar);
 			confirm.addZoneName(activeChar.getX(), activeChar.getY(), activeChar.getZ());
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChameleonRest.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChameleonRest.java
index e8cf68691675aba745bee1e176369b03ace0e9c1..a146709943cf5cd87a09a08f0a7bea51cd1c99a3 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChameleonRest.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChameleonRest.java
@@ -19,21 +19,22 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlIntention;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
 /**
  * Chameleon Rest effect implementation.
  */
-public class ChameleonRest extends L2Effect
+public final class ChameleonRest extends AbstractEffect
 {
-	public ChameleonRest(Env env, EffectTemplate template)
+	public ChameleonRest(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -49,44 +50,43 @@ public class ChameleonRest extends L2Effect
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		if (getEffected().isDead())
+		if (info.getEffected().isDead())
 		{
 			return false;
 		}
 		
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			if (!getEffected().getActingPlayer().isSitting())
+			if (!info.getEffected().getActingPlayer().isSitting())
 			{
 				return false;
 			}
 		}
 		
-		double manaDam = calc();
-		
-		if (manaDam > getEffected().getCurrentMp())
+		double manaDam = getValue();
+		if (manaDam > info.getEffected().getCurrentMp())
 		{
-			getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP);
+			info.getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP);
 			return false;
 		}
 		
-		getEffected().reduceCurrentMp(manaDam);
+		info.getEffected().reduceCurrentMp(manaDam);
 		return false;
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			getEffected().getActingPlayer().sitDown(false);
+			info.getEffected().getActingPlayer().sitDown(false);
 		}
 		else
 		{
-			getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_REST);
+			info.getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_REST);
 		}
-		return super.onStart();
+		return true;
 	}
 }
\ No newline at end of file
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChanceSkillTrigger.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChanceSkillTrigger.java
index 6e54adbbd170e9a8040c87a786617cf9a42bd6de..0981981a30038a83ed64839b8048b770383e2d57 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChanceSkillTrigger.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChanceSkillTrigger.java
@@ -18,87 +18,44 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.ChanceCondition;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Chance Skill Trigger effect implementation.
  */
-public class ChanceSkillTrigger extends L2Effect
+public final class ChanceSkillTrigger extends AbstractEffect
 {
-	public ChanceSkillTrigger(Env env, EffectTemplate template)
+	public ChanceSkillTrigger(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	public ChanceSkillTrigger(Env env, L2Effect effect)
-	{
-		super(env, effect);
-	}
-	
-	@Override
-	public boolean canBeStolen()
-	{
-		return true;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public boolean onActionTime(BuffInfo info)
 	{
-		return L2EffectType.NONE;
+		info.getEffected().onActionTimeChanceEffect(info.getSkill().getElement());
+		return info.getSkill().isPassive();
 	}
 	
 	@Override
-	public ChanceCondition getTriggeredChanceCondition()
-	{
-		return getEffectTemplate().getChanceCondition();
-	}
-	
-	@Override
-	public int getTriggeredChanceId()
-	{
-		return getEffectTemplate().getTriggeredId();
-	}
-	
-	@Override
-	public int getTriggeredChanceLevel()
-	{
-		return getEffectTemplate().getTriggeredLevel();
-	}
-	
-	@Override
-	public boolean onActionTime()
-	{
-		getEffected().onActionTimeChanceEffect(getSkill().getElement());
-		return getSkill().isPassive();
-	}
-	
-	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
 		// trigger only if effect in use and successfully ticked to the end
-		if (isInUse() && (getTickCount() >= getEffectTemplate().getTotalTickCount()))
+		if (info.getTickCount(this) >= getTicks())
 		{
-			getEffected().onExitChanceEffect(getSkill().getElement());
+			info.getEffected().onExitChanceEffect(info.getSkill().getElement());
 		}
-		getEffected().removeChanceEffect(this);
-		super.onExit();
+		info.getEffected().removeChanceEffect(this);
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().addChanceTrigger(this);
-		getEffected().onStartChanceEffect(getSkill().getElement());
-		return super.onStart();
-	}
-	
-	@Override
-	public boolean triggersChanceSkill()
-	{
-		return getEffectTemplate().getTriggeredId() > 1;
+		info.getEffected().addChanceTrigger(this);
+		info.getEffected().onStartChanceEffect(info.getSkill().getElement());
+		return true;
 	}
 }
\ No newline at end of file
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeFace.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeFace.java
index 4a3ff70957be15d96553edf5bf2206bfbf9650f8..81983abc5f0a544a5070f65d1113dea452f25082 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeFace.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeFace.java
@@ -18,27 +18,21 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Change Face effect implementation.
  * @author Zoey76
  */
-public class ChangeFace extends L2Effect
+public final class ChangeFace extends AbstractEffect
 {
-	public ChangeFace(Env env, EffectTemplate template)
+	public ChangeFace(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,15 +42,15 @@ public class ChangeFace extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffector() == null) || (getEffected() == null) || !getEffector().isPlayer() || !getEffected().isPlayer() || getEffected().isAlikeDead())
+		if ((info.getEffector() == null) || (info.getEffected() == null) || !info.getEffector().isPlayer() || !info.getEffected().isPlayer() || info.getEffected().isAlikeDead())
 		{
 			return false;
 		}
 		
-		final L2PcInstance player = getEffector().getActingPlayer();
-		player.getAppearance().setFace((int) calc());
+		final L2PcInstance player = info.getEffector().getActingPlayer();
+		player.getAppearance().setFace((int) getValue());
 		player.broadcastUserInfo();
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeFishingMastery.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeFishingMastery.java
index c86ba48d785882893bf845ca6cdc1503b33a7582..8f588187cce77ad5e22566a1d14a9fafab263f5d 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeFishingMastery.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeFishingMastery.java
@@ -1,35 +1,18 @@
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 
 /**
  * Change Fishing Mastery dummy effect implementation.
  * @author Zoey76
  */
-public class ChangeFishingMastery extends L2Effect
+public final class ChangeFishingMastery extends AbstractEffect
 {
-	public ChangeFishingMastery(Env env, EffectTemplate template)
-	{
-		super(env, template);
-	}
-	
-	public ChangeFishingMastery(Env env, L2Effect effect)
-	{
-		super(env, effect);
-	}
-	
-	@Override
-	public boolean canBeStolen()
-	{
-		return true;
-	}
 	
-	@Override
-	public L2EffectType getEffectType()
+	public ChangeFishingMastery(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeHairColor.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeHairColor.java
index f19b338ae53f0f87fedaeaaee25219648b75e2ce..9c5ec2d6a8f6755aff0e7db134e1429ab31bcc52 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeHairColor.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeHairColor.java
@@ -18,27 +18,21 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Change Hair Color effect implementation.
  * @author Zoey76
  */
-public class ChangeHairColor extends L2Effect
+public final class ChangeHairColor extends AbstractEffect
 {
-	public ChangeHairColor(Env env, EffectTemplate template)
+	public ChangeHairColor(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,15 +42,15 @@ public class ChangeHairColor extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffector() == null) || (getEffected() == null) || !getEffector().isPlayer() || !getEffected().isPlayer() || getEffected().isAlikeDead())
+		if ((info.getEffector() == null) || (info.getEffected() == null) || !info.getEffector().isPlayer() || !info.getEffected().isPlayer() || info.getEffected().isAlikeDead())
 		{
 			return false;
 		}
 		
-		final L2PcInstance player = getEffector().getActingPlayer();
-		player.getAppearance().setHairColor((int) calc());
+		final L2PcInstance player = info.getEffector().getActingPlayer();
+		player.getAppearance().setHairColor((int) getValue());
 		player.broadcastUserInfo();
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeHairStyle.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeHairStyle.java
index a95a92af39c39bde44cc9a2963bab02ae42a69dc..1d6604b751d61ec624c46194131c3e5e6471f9d3 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeHairStyle.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ChangeHairStyle.java
@@ -18,27 +18,21 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Change Hair Style effect implementation.
  * @author Zoey76
  */
-public class ChangeHairStyle extends L2Effect
+public final class ChangeHairStyle extends AbstractEffect
 {
-	public ChangeHairStyle(Env env, EffectTemplate template)
+	public ChangeHairStyle(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,15 +42,15 @@ public class ChangeHairStyle extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffector() == null) || (getEffected() == null) || !getEffector().isPlayer() || !getEffected().isPlayer() || getEffected().isAlikeDead())
+		if ((info.getEffector() == null) || (info.getEffected() == null) || !info.getEffector().isPlayer() || !info.getEffected().isPlayer() || info.getEffected().isAlikeDead())
 		{
 			return false;
 		}
 		
-		final L2PcInstance player = getEffector().getActingPlayer();
-		player.getAppearance().setHairStyle((int) calc());
+		final L2PcInstance player = info.getEffector().getActingPlayer();
+		player.getAppearance().setHairStyle((int) getValue());
 		player.broadcastUserInfo();
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CharmOfCourage.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CharmOfCourage.java
index 7f15cd333914e7143788a933650d3e8d7609387e..01481b2b51239ec6cf70f134f7590a8ec5815e08 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CharmOfCourage.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CharmOfCourage.java
@@ -18,22 +18,23 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.serverpackets.EtcStatusUpdate;
 
 /**
  * Charm Of Courage effect implementation.
  * @author nBd
  */
-public class CharmOfCourage extends L2Effect
+public final class CharmOfCourage extends AbstractEffect
 {
-	public CharmOfCourage(Env env, EffectTemplate template)
+	public CharmOfCourage(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -49,20 +50,20 @@ public class CharmOfCourage extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			getEffected().broadcastPacket(new EtcStatusUpdate(getEffected().getActingPlayer()));
+			info.getEffected().broadcastPacket(new EtcStatusUpdate(info.getEffected().getActingPlayer()));
 		}
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			getEffected().broadcastPacket(new EtcStatusUpdate(getEffected().getActingPlayer()));
+			info.getEffected().broadcastPacket(new EtcStatusUpdate(info.getEffected().getActingPlayer()));
 			return true;
 		}
 		return false;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CharmOfLuck.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CharmOfLuck.java
index 6e0bb9ae42716149153f7e6e9396487334639127..4db30aa249e9ee794c7bcc5886836b052f231108 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CharmOfLuck.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CharmOfLuck.java
@@ -18,21 +18,22 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Charm Of Luck effect implementation.
  * @author kerberos_20
  */
-public class CharmOfLuck extends L2Effect
+public final class CharmOfLuck extends AbstractEffect
 {
-	public CharmOfLuck(Env env, EffectTemplate template)
+	public CharmOfLuck(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,8 +49,8 @@ public class CharmOfLuck extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		return (getEffector() != null) && (getEffected() != null) && getEffected().isPlayer();
+		return (info.getEffector() != null) && (info.getEffected() != null) && info.getEffected().isPlayer();
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ClanGate.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ClanGate.java
index 7067b3a50dea98aac901ad4c0756a660b679f78f..4dcea57e0a2410b57156210cd37334d463f6997b 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ClanGate.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ClanGate.java
@@ -19,11 +19,12 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.model.L2Clan;
-import com.l2jserver.gameserver.model.effects.AbnormalEffect;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.AbnormalVisualEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
 
@@ -31,11 +32,11 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Clan Gate effect implementation.
  * @author ZaKaX
  */
-public class ClanGate extends L2Effect
+public final class ClanGate extends AbstractEffect
 {
-	public ClanGate(Env env, EffectTemplate template)
+	public ClanGate(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -45,22 +46,22 @@ public class ClanGate extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		getEffected().stopAbnormalEffect(AbnormalEffect.MAGIC_CIRCLE);
+		info.getEffected().stopAbnormalEffect(AbnormalVisualEffect.MAGIC_CIRCLE);
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().startAbnormalEffect(AbnormalEffect.MAGIC_CIRCLE);
-		if (getEffected().isPlayer())
+		info.getEffected().startAbnormalEffect(AbnormalVisualEffect.MAGIC_CIRCLE);
+		if (info.getEffected().isPlayer())
 		{
-			L2Clan clan = getEffected().getActingPlayer().getClan();
+			L2Clan clan = info.getEffected().getActingPlayer().getClan();
 			if (clan != null)
 			{
 				SystemMessage msg = SystemMessage.getSystemMessage(SystemMessageId.COURT_MAGICIAN_CREATED_PORTAL);
-				clan.broadcastToOtherOnlineMembers(msg, getEffected().getActingPlayer());
+				clan.broadcastToOtherOnlineMembers(msg, info.getEffected().getActingPlayer());
 			}
 		}
 		return true;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Confuse.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Confuse.java
index 21553b8b9c4de3500b23559de16e10c2f05fdfe6..e8f2ff27e83effd7b30b89fe5c416368eb164fd7 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Confuse.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Confuse.java
@@ -24,12 +24,12 @@ import java.util.List;
 import com.l2jserver.gameserver.ai.CtrlEvent;
 import com.l2jserver.gameserver.ai.CtrlIntention;
 import com.l2jserver.gameserver.model.L2Object;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.util.Rnd;
 
@@ -37,20 +37,20 @@ import com.l2jserver.util.Rnd;
  * Confuse effect implementation.
  * @author littlecrow
  */
-public class Confuse extends L2Effect
+public final class Confuse extends AbstractEffect
 {
 	private final int _chance;
 	
-	public Confuse(Env env, EffectTemplate template)
+	public Confuse(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_chance = template.hasParameters() ? template.getParameters().getInt("chance", 100) : 100;
+		super(attachCond, applyCond, set, params);
+		_chance = hasParameters() ? getParameters().getInt("chance", 100) : 100;
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return Formulas.calcProbability(_chance, getEffector(), getEffected(), getSkill());
+		return Formulas.calcProbability(_chance, info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -60,55 +60,44 @@ public class Confuse extends L2Effect
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public boolean isInstant()
 	{
-		return L2EffectType.NONE;
+		return true;
 	}
 	
 	@Override
-	public boolean isInstant()
+	public void onExit(BuffInfo info)
 	{
-		return true;
+		if (!info.getEffected().isPlayer())
+		{
+			info.getEffected().getAI().notifyEvent(CtrlEvent.EVT_THINK);
+		}
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onStart(BuffInfo info)
 	{
+		info.getEffected().getAI().notifyEvent(CtrlEvent.EVT_CONFUSED);
+		
 		final List<L2Character> targetList = new ArrayList<>();
 		// Getting the possible targets
-		for (L2Object obj : getEffected().getKnownList().getKnownObjects().values())
+		for (L2Object obj : info.getEffected().getKnownList().getKnownObjects().values())
 		{
-			if (((getEffected().isMonster() && obj.isL2Attackable()) || (obj instanceof L2Character)) && (obj != getEffected()))
+			if (((info.getEffected().isMonster() && obj.isL2Attackable()) || (obj instanceof L2Character)) && (obj != info.getEffected()))
 			{
 				targetList.add((L2Character) obj);
 			}
 		}
+		
 		// if there is no target, exit function
 		if (!targetList.isEmpty())
 		{
 			// Choosing randomly a new target
 			final L2Character target = targetList.get(Rnd.nextInt(targetList.size()));
 			// Attacking the target
-			getEffected().setTarget(target);
-			getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
-			return true;
-		}
-		return false;
-	}
-	
-	@Override
-	public void onExit()
-	{
-		if (!getEffected().isPlayer())
-		{
-			getEffected().getAI().notifyEvent(CtrlEvent.EVT_THINK);
+			info.getEffected().setTarget(target);
+			info.getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
 		}
-	}
-	
-	@Override
-	public boolean onStart()
-	{
-		getEffected().getAI().notifyEvent(CtrlEvent.EVT_CONFUSED);
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ConsumeBody.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ConsumeBody.java
index aca914f3f1c481e59b80bbf43789af6d8491b643..6b70ca60a03d2d447d8da284d02f3da398616553 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ConsumeBody.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ConsumeBody.java
@@ -18,27 +18,21 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Npc;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Consume Body effect implementation.
  * @author Zoey76
  */
-public class ConsumeBody extends L2Effect
+public final class ConsumeBody extends AbstractEffect
 {
-	public ConsumeBody(Env env, EffectTemplate template)
+	public ConsumeBody(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,13 +42,13 @@ public class ConsumeBody extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffector() == null) || (getEffected() == null) || !getEffected().isNpc())
+		if ((info.getEffector() == null) || (info.getEffected() == null) || !info.getEffected().isNpc())
 		{
 			return false;
 		}
-		((L2Npc) getEffected()).endDecayTask();
+		((L2Npc) info.getEffected()).endDecayTask();
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ConvertItem.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ConvertItem.java
index 772b635d7a0519ffa5afb7c7fa9ee67b29189498..d605ff82b734c39069beffeb8e5a32c6338cf872 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ConvertItem.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ConvertItem.java
@@ -19,14 +19,14 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.model.Elementals;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.itemcontainer.Inventory;
 import com.l2jserver.gameserver.model.items.L2Weapon;
 import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
@@ -35,17 +35,11 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Convert Item effect implementation.
  * @author Zoey76
  */
-public class ConvertItem extends L2Effect
+public final class ConvertItem extends AbstractEffect
 {
-	public ConvertItem(Env env, EffectTemplate template)
+	public ConvertItem(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -55,14 +49,14 @@ public class ConvertItem extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffector() == null) || (getEffected() == null) || getEffected().isAlikeDead() || !getEffected().isPlayer())
+		if ((info.getEffector() == null) || (info.getEffected() == null) || info.getEffected().isAlikeDead() || !info.getEffected().isPlayer())
 		{
 			return false;
 		}
 		
-		final L2PcInstance player = getEffected().getActingPlayer();
+		final L2PcInstance player = info.getEffected().getActingPlayer();
 		if (player.isEnchanting())
 		{
 			return false;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpDamPercent.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpDamPercent.java
index 94c0dfacc606e74c320ae4a7dc892f55a597c84f..a3d696339209f67c02c4c26a8588400cfa871b4d 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpDamPercent.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpDamPercent.java
@@ -18,21 +18,22 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 
 /**
  * CP Damage Percent effect implementation.
  * @author Zoey76, Adry_85
  */
-public class CpDamPercent extends L2Effect
+public final class CpDamPercent extends AbstractEffect
 {
-	public CpDamPercent(Env env, EffectTemplate template)
+	public CpDamPercent(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,34 +49,34 @@ public class CpDamPercent extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			if (getEffected().isPlayer() && getEffected().getActingPlayer().isFakeDeath())
+			if (info.getEffected().isPlayer() && info.getEffected().getActingPlayer().isFakeDeath())
 			{
-				getEffected().stopFakeDeath(true);
+				info.getEffected().stopFakeDeath(true);
 			}
 			
-			int damage = (int) ((getEffected().getCurrentCp() * calc()) / 100);
+			int damage = (int) ((info.getEffected().getCurrentCp() * getValue()) / 100);
 			// Manage attack or cast break of the target (calculating rate, sending message)
-			if (!getEffected().isRaid() && Formulas.calcAtkBreak(getEffected(), damage))
+			if (!info.getEffected().isRaid() && Formulas.calcAtkBreak(info.getEffected(), damage))
 			{
-				getEffected().breakAttack();
-				getEffected().breakCast();
+				info.getEffected().breakAttack();
+				info.getEffected().breakCast();
 			}
 			
 			if (damage > 0)
 			{
-				getEffected().setCurrentCp(getEffected().getCurrentCp() - damage);
-				if (getEffected() != getEffector())
+				info.getEffected().setCurrentCp(info.getEffected().getCurrentCp() - damage);
+				if (info.getEffected() != info.getEffector())
 				{
-					getEffector().sendDamageMessage(getEffected(), damage, false, false, false);
-					getEffected().notifyDamageReceived(damage, getEffector(), getSkill(), false);
+					info.getEffector().sendDamageMessage(info.getEffected(), damage, false, false, false);
+					info.getEffected().notifyDamageReceived(damage, info.getEffector(), info.getSkill(), false);
 				}
 			}
 			// Check if damage should be reflected
-			Formulas.calcDamageReflected(getEffector(), getEffected(), getSkill(), false);
+			Formulas.calcDamageReflected(info.getEffector(), info.getEffected(), info.getSkill(), false);
 			return true;
 		}
 		return false;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpHeal.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpHeal.java
index 4dcf20dded98816905a65875a09f6848de881623..baede6c5adb6685395de465951000ac020237b16 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpHeal.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpHeal.java
@@ -18,11 +18,12 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
 
@@ -30,35 +31,35 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Cp Heal effect implementation.
  * @author UnAfraid
  */
-public class CpHeal extends L2Effect
+public final class CpHeal extends AbstractEffect
 {
-	public CpHeal(Env env, EffectTemplate template)
+	public CpHeal(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public boolean isInstant()
+	public L2EffectType getEffectType()
 	{
-		return true;
+		return L2EffectType.CPHEAL;
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public boolean isInstant()
 	{
-		return L2EffectType.CPHEAL;
+		return true;
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
+		L2Character target = info.getEffected();
 		if ((target == null) || target.isDead() || target.isDoor())
 		{
 			return false;
 		}
 		
-		double amount = calc();
+		double amount = getValue();
 		
 		// Prevents overheal and negative amount
 		amount = Math.max(Math.min(amount, target.getMaxRecoverableCp() - target.getCurrentCp()), 0);
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpHealOverTime.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpHealOverTime.java
index 7dcba61c384b3f5c8516997a5b72007670d306fc..2f2006edb440b39e5a4926041ce1be8a80e03b7b 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpHealOverTime.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpHealOverTime.java
@@ -18,30 +18,20 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Cp Heal Over Time effect implementation.
  */
-public class CpHealOverTime extends L2Effect
+public final class CpHealOverTime extends AbstractEffect
 {
-	public CpHealOverTime(Env env, EffectTemplate template)
+	public CpHealOverTime(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	public CpHealOverTime(Env env, L2Effect effect)
-	{
-		super(env, effect);
-	}
-	
-	@Override
-	public boolean canBeStolen()
-	{
-		return true;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -51,15 +41,15 @@ public class CpHealOverTime extends L2Effect
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		if (getEffected().isDead())
+		if (info.getEffected().isDead())
 		{
 			return false;
 		}
 		
-		double cp = getEffected().getCurrentCp();
-		double maxcp = getEffected().getMaxRecoverableCp();
+		double cp = info.getEffected().getCurrentCp();
+		double maxcp = info.getEffected().getMaxRecoverableCp();
 		
 		// Not needed to set the CP and send update packet if player is already at max CP
 		if (cp >= maxcp)
@@ -67,9 +57,9 @@ public class CpHealOverTime extends L2Effect
 			return false;
 		}
 		
-		cp += calc() * getEffectTemplate().getTotalTickCount();
+		cp += getValue() * getTicks();
 		cp = Math.min(cp, maxcp);
-		getEffected().setCurrentCp(cp);
-		return getSkill().isToggle();
+		info.getEffected().setCurrentCp(cp);
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpHealPercent.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpHealPercent.java
index ae41b45fedcb8cbe9dd3cc552a60ae9467d1ee67..7a930c93a6fcb8dc9881484ff8b4df9c592470f5 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpHealPercent.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CpHealPercent.java
@@ -18,11 +18,12 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
 
@@ -30,11 +31,11 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Cp Heal Percent effect implementation.
  * @author UnAfraid
  */
-public class CpHealPercent extends L2Effect
+public final class CpHealPercent extends AbstractEffect
 {
-	public CpHealPercent(Env env, EffectTemplate template)
+	public CpHealPercent(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -50,16 +51,16 @@ public class CpHealPercent extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
+		L2Character target = info.getEffected();
 		if ((target == null) || target.isDead() || target.isDoor())
 		{
 			return false;
 		}
 		
 		double amount = 0;
-		double power = calc();
+		double power = getValue();
 		boolean full = (power == 100.0);
 		
 		amount = full ? target.getMaxCp() : (target.getMaxCp() * power) / 100.0;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CrystalGradeModify.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CrystalGradeModify.java
index b8fa6f8bd02e1bdf8294fe8b8b747a9add8a8abf..29723184e766a16afd78f3a5061deb0887d15ee9 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CrystalGradeModify.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CrystalGradeModify.java
@@ -18,33 +18,27 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Crystal Grade Modify effect implementation.
  * @author Zoey76
  */
-public class CrystalGradeModify extends L2Effect
+public final class CrystalGradeModify extends AbstractEffect
 {
-	public CrystalGradeModify(Env env, EffectTemplate template)
+	public CrystalGradeModify(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public void onExit(BuffInfo info)
 	{
-		return L2EffectType.NONE;
-	}
-	
-	@Override
-	public void onExit()
-	{
-		final L2PcInstance player = getEffected().getActingPlayer();
+		final L2PcInstance player = info.getEffected().getActingPlayer();
 		if (player != null)
 		{
 			player.setExpertisePenaltyBonus(0);
@@ -52,12 +46,12 @@ public class CrystalGradeModify extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		final L2PcInstance player = getEffected().getActingPlayer();
+		final L2PcInstance player = info.getEffected().getActingPlayer();
 		if (player != null)
 		{
-			player.setExpertisePenaltyBonus((int) calc());
+			player.setExpertisePenaltyBonus((int) getValue());
 			return true;
 		}
 		return false;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CubicMastery.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CubicMastery.java
index 75843b9eda6705fa03a521ab090fd1dca3271057..8d08b7be8d51c301602c8c52747127add304c270 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CubicMastery.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/CubicMastery.java
@@ -1,19 +1,20 @@
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Cubic Mastery effect implementation.
  * @author Zoey76
  */
-public class CubicMastery extends L2Effect
+public final class CubicMastery extends AbstractEffect
 {
-	public CubicMastery(Env env, EffectTemplate template)
+	public CubicMastery(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -23,14 +24,14 @@ public class CubicMastery extends L2Effect
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		return getSkill().isPassive();
+		return info.getSkill().isPassive();
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		return (getEffector() != null) && (getEffected() != null) && getEffected().isPlayer();
+		return (info.getEffector() != null) && (info.getEffected() != null) && info.getEffected().isPlayer();
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DamOverTime.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DamOverTime.java
index ce016a6a8e20aa5bff8d8285b04b6a104d27b72f..ef8612b0377c71f279250901ada9d049392a873b 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DamOverTime.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DamOverTime.java
@@ -18,23 +18,24 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
 /**
  * Dam Over Time effect implementation.
  */
-public class DamOverTime extends L2Effect
+public final class DamOverTime extends AbstractEffect
 {
 	private final boolean _canKill;
 	
-	public DamOverTime(Env env, EffectTemplate template)
+	public DamOverTime(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_canKill = template.hasParameters() && template.getParameters().getBoolean("canKill", false);
+		super(attachCond, applyCond, set, params);
+		_canKill = hasParameters() && getParameters().getBoolean("canKill", false);
 	}
 	
 	@Override
@@ -44,19 +45,19 @@ public class DamOverTime extends L2Effect
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		if (getEffected().isDead())
+		if (info.getEffected().isDead())
 		{
 			return false;
 		}
 		
-		double damage = calc() * getEffectTemplate().getTotalTickCount();
-		if (damage >= (getEffected().getCurrentHp() - 1))
+		double damage = getValue() * getTicks();
+		if (damage >= (info.getEffected().getCurrentHp() - 1))
 		{
-			if (getSkill().isToggle())
+			if (info.getSkill().isToggle())
 			{
-				getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_HP);
+				info.getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_HP);
 				return false;
 			}
 			
@@ -64,15 +65,16 @@ public class DamOverTime extends L2Effect
 			if (!_canKill)
 			{
 				// Fix for players dying by DOTs if HP < 1 since reduceCurrentHP method will kill them
-				if (getEffected().getCurrentHp() <= 1)
+				if (info.getEffected().getCurrentHp() <= 1)
 				{
-					return true;
+					return info.getSkill().isToggle();
 				}
-				damage = getEffected().getCurrentHp() - 1;
+				damage = info.getEffected().getCurrentHp() - 1;
 			}
 		}
-		getEffected().reduceCurrentHpByDOT(damage, getEffector(), getSkill());
-		getEffected().notifyDamageReceived(damage, getEffector(), getSkill(), false);
-		return getSkill().isToggle();
+		
+		info.getEffected().reduceCurrentHpByDOT(damage, info.getEffector(), info.getSkill());
+		info.getEffected().notifyDamageReceived(damage, info.getEffector(), info.getSkill(), false);
+		return info.getSkill().isToggle();
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DamOverTimePercent.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DamOverTimePercent.java
index a44ad06f3edf60950ed906b35193c54eb6f9362c..a11122485f4f3d5acc0f4304e5387d42fb0660be 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DamOverTimePercent.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DamOverTimePercent.java
@@ -18,24 +18,25 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
 /**
  * Dam Over Time Percent effect implementation.
  * @author Adry_85
  */
-public class DamOverTimePercent extends L2Effect
+public final class DamOverTimePercent extends AbstractEffect
 {
 	private final boolean _canKill;
 	
-	public DamOverTimePercent(Env env, EffectTemplate template)
+	public DamOverTimePercent(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_canKill = template.hasParameters() && template.getParameters().getBoolean("canKill", false);
+		super(attachCond, applyCond, set, params);
+		_canKill = hasParameters() && getParameters().getBoolean("canKill", false);
 	}
 	
 	@Override
@@ -45,19 +46,19 @@ public class DamOverTimePercent extends L2Effect
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		if (getEffected().isDead())
+		if (info.getEffected().isDead())
 		{
 			return false;
 		}
 		
-		double damage = getEffected().getCurrentHp() * calc() * getEffectTemplate().getTotalTickCount();
-		if (damage >= (getEffected().getCurrentHp() - 1))
+		double damage = info.getEffected().getCurrentHp() * getValue() * getTicks();
+		if (damage >= (info.getEffected().getCurrentHp() - 1))
 		{
-			if (getSkill().isToggle())
+			if (info.getSkill().isToggle())
 			{
-				getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_HP);
+				info.getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_HP);
 				return false;
 			}
 			
@@ -65,17 +66,17 @@ public class DamOverTimePercent extends L2Effect
 			if (!_canKill)
 			{
 				// Fix for players dying by DOTs if HP < 1 since reduceCurrentHP method will kill them
-				if (getEffected().getCurrentHp() <= 1)
+				if (info.getEffected().getCurrentHp() <= 1)
 				{
-					return getSkill().isToggle();
+					return info.getSkill().isToggle();
 				}
 				
-				damage = getEffected().getCurrentHp() - 1;
+				damage = info.getEffected().getCurrentHp() - 1;
 			}
 		}
-		getEffected().reduceCurrentHpByDOT(damage, getEffector(), getSkill());
-		getEffected().notifyDamageReceived(damage, getEffector(), getSkill(), false);
+		info.getEffected().reduceCurrentHpByDOT(damage, info.getEffector(), info.getSkill());
+		info.getEffected().notifyDamageReceived(damage, info.getEffector(), info.getSkill(), false);
 		
-		return getSkill().isToggle();
+		return info.getSkill().isToggle();
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DeathLink.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DeathLink.java
index 539190c5ed010d68e712eef0d0a0c378bb2b8d65..e9078e4eeb0e5cc9e8184daa24b285358fb95df7 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DeathLink.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DeathLink.java
@@ -19,11 +19,12 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.enums.ShotType;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.model.stats.Stats;
 import com.l2jserver.util.Rnd;
@@ -32,11 +33,11 @@ import com.l2jserver.util.Rnd;
  * Death Link effect implementation.
  * @author Adry_85
  */
-public class DeathLink extends L2Effect
+public final class DeathLink extends AbstractEffect
 {
-	public DeathLink(Env env, EffectTemplate template)
+	public DeathLink(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -52,27 +53,27 @@ public class DeathLink extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		
 		if (activeChar.isAlikeDead())
 		{
 			return false;
 		}
 		
-		boolean sps = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
-		boolean bss = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
+		boolean sps = info.getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
+		boolean bss = info.getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
 		
 		if (target.isPlayer() && target.getActingPlayer().isFakeDeath())
 		{
 			target.stopFakeDeath(true);
 		}
 		
-		final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, getSkill()));
-		final byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
-		int damage = (int) Formulas.calcMagicDam(activeChar, target, getSkill(), shld, sps, bss, mcrit);
+		final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, info.getSkill()));
+		final byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
+		int damage = (int) Formulas.calcMagicDam(activeChar, target, info.getSkill(), shld, sps, bss, mcrit);
 		
 		if (damage > 0)
 		{
@@ -84,20 +85,20 @@ public class DeathLink extends L2Effect
 			}
 			
 			// Shield Deflect Magic: Reflect all damage on caster.
-			if (target.getStat().calcStat(Stats.VENGEANCE_SKILL_MAGIC_DAMAGE, 0, target, getSkill()) > Rnd.get(100))
+			if (target.getStat().calcStat(Stats.VENGEANCE_SKILL_MAGIC_DAMAGE, 0, target, info.getSkill()) > Rnd.get(100))
 			{
-				activeChar.reduceCurrentHp(damage, target, getSkill());
-				activeChar.notifyDamageReceived(damage, target, getSkill(), mcrit);
+				activeChar.reduceCurrentHp(damage, target, info.getSkill());
+				activeChar.notifyDamageReceived(damage, target, info.getSkill(), mcrit);
 			}
 			else
 			{
-				target.reduceCurrentHp(damage, activeChar, getSkill());
-				target.notifyDamageReceived(damage, activeChar, getSkill(), mcrit);
+				target.reduceCurrentHp(damage, activeChar, info.getSkill());
+				target.notifyDamageReceived(damage, activeChar, info.getSkill(), mcrit);
 				activeChar.sendDamageMessage(target, damage, mcrit, false, false);
 			}
 		}
 		
-		if (getSkill().isSuicideAttack())
+		if (info.getSkill().isSuicideAttack())
 		{
 			activeChar.doDie(activeChar);
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Debuff.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Debuff.java
index 862bd02244245efe48adbf157cbb78f8e3905fd8..9c340ec05e0acec753eac1935b6f6acafeb63b72 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Debuff.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Debuff.java
@@ -18,19 +18,19 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
 
 /**
  * Debuff effect implementation.
  */
-public class Debuff extends L2Effect
+public final class Debuff extends AbstractEffect
 {
-	public Debuff(Env env, EffectTemplate template)
+	public Debuff(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DefenceTrait.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DefenceTrait.java
index 3dc49459c6ec1b2bd6487b0a31a502e902610b36..431f9ea404cd3b4ccc446d2bdd23a8217e57bc41 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DefenceTrait.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DefenceTrait.java
@@ -21,35 +21,35 @@ package handlers.effecthandlers;
 import java.util.HashMap;
 import java.util.Map;
 import java.util.Map.Entry;
-import java.util.logging.Logger;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.stat.CharStat;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.TraitType;
 
 /**
- * Defence Trait effect implementation
+ * Defence Trait effect implementation.
  * @author Nos
  */
-public class DefenceTrait extends L2Effect
+public final class DefenceTrait extends AbstractEffect
 {
-	private static final Logger _log = Logger.getLogger(DefenceTrait.class.getName());
-	
 	private final Map<TraitType, Float> _defenceTraits = new HashMap<>();
 	
-	/**
-	 * @param env
-	 * @param template
-	 */
-	public DefenceTrait(Env env, EffectTemplate template)
+	public DefenceTrait(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		if (template.hasParameters())
+		super(attachCond, applyCond, set, params);
+		
+		if (!hasParameters())
+		{
+			_log.warning(getClass().getSimpleName() + ": must have parameters.");
+			return;
+		}
+		
+		for (Entry<String, Object> param : getParameters().getSet().entrySet())
 		{
-			for (Entry<String, Object> param : template.getParameters().getSet().entrySet())
+			try
 			{
 				try
 				{
@@ -70,59 +70,57 @@ public class DefenceTrait extends L2Effect
 					_log.warning(getClass().getSimpleName() + ": value of L2TraitType enum required but found: " + param.getValue());
 				}
 			}
+			catch (NumberFormatException e)
+			{
+				_log.warning(getClass().getSimpleName() + ": value of " + param.getKey() + " enum must be int value " + param.getValue() + " found.");
+			}
+			catch (Exception e)
+			{
+				_log.warning(getClass().getSimpleName() + ": value of L2TraitType enum required but found: " + param.getValue());
+			}
 		}
-		else
-		{
-			_log.warning(getClass().getSimpleName() + ": must have parameters.");
-		}
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
 	}
 	
 	@Override
-	public boolean onStart()
+	public void onExit(BuffInfo info)
 	{
-		final CharStat charStat = getEffected().getStat();
+		final CharStat charStat = info.getEffected().getStat();
 		synchronized (charStat.getDefenceTraits())
 		{
 			for (Entry<TraitType, Float> trait : _defenceTraits.entrySet())
 			{
 				if (trait.getValue() < 2.0f)
 				{
-					charStat.getDefenceTraits()[trait.getKey().getId()] *= trait.getValue();
-					charStat.getDefenceTraitsCount()[trait.getKey().getId()]++;
+					charStat.getDefenceTraits()[trait.getKey().getId()] /= trait.getValue();
+					charStat.getDefenceTraitsCount()[trait.getKey().getId()]--;
 				}
 				else
 				{
-					charStat.getTraitsInvul()[trait.getKey().getId()]++;
+					charStat.getTraitsInvul()[trait.getKey().getId()]--;
 				}
 			}
 		}
-		return true;
 	}
 	
 	@Override
-	public void onExit()
+	public boolean onStart(BuffInfo info)
 	{
-		final CharStat charStat = getEffected().getStat();
+		final CharStat charStat = info.getEffected().getStat();
 		synchronized (charStat.getDefenceTraits())
 		{
 			for (Entry<TraitType, Float> trait : _defenceTraits.entrySet())
 			{
 				if (trait.getValue() < 2.0f)
 				{
-					charStat.getDefenceTraits()[trait.getKey().getId()] /= trait.getValue();
-					charStat.getDefenceTraitsCount()[trait.getKey().getId()]--;
+					charStat.getDefenceTraits()[trait.getKey().getId()] *= trait.getValue();
+					charStat.getDefenceTraitsCount()[trait.getKey().getId()]++;
 				}
 				else
 				{
-					charStat.getTraitsInvul()[trait.getKey().getId()]--;
+					charStat.getTraitsInvul()[trait.getKey().getId()]++;
 				}
 			}
 		}
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DeleteHate.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DeleteHate.java
index c4a0dfdb95e7ec00bc72a3ecf995241f50da3a2c..cf1ee248924d6808cfdcd88552d8b621c3682205 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DeleteHate.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DeleteHate.java
@@ -19,31 +19,32 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlIntention;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Attackable;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 
 /**
  * Delete Hate effect implementation.
  * @author Adry_85
  */
-public class DeleteHate extends L2Effect
+public final class DeleteHate extends AbstractEffect
 {
 	private final int _chance;
 	
-	public DeleteHate(Env env, EffectTemplate template)
+	public DeleteHate(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_chance = template.hasParameters() ? template.getParameters().getInt("chance", 100) : 100;
+		super(attachCond, applyCond, set, params);
+		_chance = hasParameters() ? getParameters().getInt("chance", 100) : 100;
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return Formulas.calcProbability(_chance, getEffector(), getEffected(), getSkill());
+		return Formulas.calcProbability(_chance, info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -59,14 +60,14 @@ public class DeleteHate extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (!getEffected().isL2Attackable())
+		if (!info.getEffected().isL2Attackable())
 		{
 			return false;
 		}
 		
-		L2Attackable target = (L2Attackable) getEffected();
+		L2Attackable target = (L2Attackable) info.getEffected();
 		target.clearAggroList();
 		target.setWalking();
 		target.getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DeleteHateOfMe.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DeleteHateOfMe.java
index d26c442d27dcf6cb0d2a6cd287e5eeb501e39747..e7380f1e6c6d9d8ae38f1141ff3b551dd4e00956 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DeleteHateOfMe.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DeleteHateOfMe.java
@@ -19,31 +19,32 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlIntention;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Attackable;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 
 /**
  * Delete Hate Of Me effect implementation.
  * @author Adry_85
  */
-public class DeleteHateOfMe extends L2Effect
+public final class DeleteHateOfMe extends AbstractEffect
 {
 	private final int _chance;
 	
-	public DeleteHateOfMe(Env env, EffectTemplate template)
+	public DeleteHateOfMe(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_chance = template.hasParameters() ? template.getParameters().getInt("chance", 100) : 100;
+		super(attachCond, applyCond, set, params);
+		_chance = hasParameters() ? getParameters().getInt("chance", 100) : 100;
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return Formulas.calcProbability(_chance, getEffector(), getEffected(), getSkill());
+		return Formulas.calcProbability(_chance, info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -59,15 +60,15 @@ public class DeleteHateOfMe extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (!getEffected().isL2Attackable())
+		if (!info.getEffected().isL2Attackable())
 		{
 			return false;
 		}
 		
-		L2Attackable target = (L2Attackable) getEffected();
-		target.stopHating(getEffector());
+		L2Attackable target = (L2Attackable) info.getEffected();
+		target.stopHating(info.getEffector());
 		target.setWalking();
 		target.getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
 		return true;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Disarm.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Disarm.java
index 7bbe5b907ff0e8d9cb95f4acc869713148768bed..0b9aee96b4f59d04c01610933540544f91414686 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Disarm.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Disarm.java
@@ -18,21 +18,21 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Disarm effect implementation.
  * @author nBd
  */
-public class Disarm extends L2Effect
+public final class Disarm extends AbstractEffect
 {
-	public Disarm(Env env, EffectTemplate template)
+	public Disarm(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -42,20 +42,14 @@ public class Disarm extends L2Effect
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public boolean onStart(BuffInfo info)
 	{
-		return L2EffectType.NONE;
-	}
-	
-	@Override
-	public boolean onStart()
-	{
-		if (!getEffected().isPlayer())
+		if (!info.getEffected().isPlayer())
 		{
 			return false;
 		}
 		
-		getEffected().getActingPlayer().disarmWeapons();
+		info.getEffected().getActingPlayer().disarmWeapons();
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelAll.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelAll.java
index ea8b5967f9de1ae3e3252483094e526f8e7af90c..37bb17869bd963f1eb8a8cc76857c08107b298f6 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelAll.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelAll.java
@@ -18,20 +18,21 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Dispel All effect implementation.
  * @author UnAfraid
  */
-public class DispelAll extends L2Effect
+public final class DispelAll extends AbstractEffect
 {
-	public DispelAll(Env env, EffectTemplate template)
+	public DispelAll(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -47,9 +48,9 @@ public class DispelAll extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().stopAllEffects();
+		info.getEffected().stopAllEffects();
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelByCategory.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelByCategory.java
index ac1afe7f9a4af6f8cd9d7faf374c3663e52aacd4..3d9ee5d2e25c7890f90ca2c51179ff7a310933db 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelByCategory.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelByCategory.java
@@ -20,28 +20,29 @@ package handlers.effecthandlers;
 
 import java.util.List;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 
 /**
  * Dispel By Category effect implementation.
  * @author DS, Adry_85
  */
-public class DispelByCategory extends L2Effect
+public final class DispelByCategory extends AbstractEffect
 {
 	private final String _slot;
 	private final int _rate;
 	private final int _max;
 	
-	public DispelByCategory(Env env, EffectTemplate template)
+	public DispelByCategory(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_slot = template.getParameters().getString("slot", null);
-		_rate = template.getParameters().getInt("rate", 0);
-		_max = template.getParameters().getInt("max", 0);
+		super(attachCond, applyCond, set, params);
+		_slot = getParameters().getString("slot", null);
+		_rate = getParameters().getInt("rate", 0);
+		_max = getParameters().getInt("max", 0);
 	}
 	
 	@Override
@@ -57,17 +58,17 @@ public class DispelByCategory extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isDead())
+		if (info.getEffected().isDead())
 		{
 			return false;
 		}
 		
-		final List<L2Effect> canceled = Formulas.calcCancelStealEffects(getEffector(), getEffected(), getSkill(), _slot, _rate, _max);
-		for (L2Effect eff : canceled)
+		final List<BuffInfo> canceled = Formulas.calcCancelStealEffects(info.getEffector(), info.getEffected(), info.getSkill(), _slot, _rate, _max);
+		for (BuffInfo can : canceled)
 		{
-			eff.exit();
+			info.getEffected().getEffectList().stopSkillEffects(true, can.getSkill());
 		}
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelBySlot.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelBySlot.java
index 1712b6c2773b2ee59543fc8f7d981fba607e9675..5578e2400e66c47007c86dad058aed0182bbb755 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelBySlot.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelBySlot.java
@@ -23,25 +23,28 @@ import java.util.EnumMap;
 import java.util.Map;
 import java.util.Map.Entry;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.CharEffectList;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.actor.L2Character;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
 import com.l2jserver.gameserver.model.skills.AbnormalType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Dispel By Slot effect implementation.
  * @author Gnacik, Zoey76, Adry_85
  */
-public class DispelBySlot extends L2Effect
+public final class DispelBySlot extends AbstractEffect
 {
 	private final String _dispel;
-	private final Map<AbnormalType, Byte> _dispelAbnormals;
+	private final Map<AbnormalType, Short> _dispelAbnormals;
 	
-	public DispelBySlot(Env env, EffectTemplate template)
+	public DispelBySlot(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_dispel = template.getParameters().getString("dispel", null);
+		super(attachCond, applyCond, set, params);
+		_dispel = getParameters().getString("dispel", null);
 		if ((_dispel != null) && !_dispel.isEmpty())
 		{
 			_dispelAbnormals = new EnumMap<>(AbnormalType.class);
@@ -49,12 +52,12 @@ public class DispelBySlot extends L2Effect
 			{
 				String[] ngt = ngtStack.split(",");
 				final AbnormalType type = AbnormalType.getAbnormalType(ngt[0]);
-				_dispelAbnormals.put(type, Byte.parseByte(ngt[1]));
+				_dispelAbnormals.put(type, Short.parseShort(ngt[1]));
 			}
 		}
 		else
 		{
-			_dispelAbnormals = Collections.<AbnormalType, Byte> emptyMap();
+			_dispelAbnormals = Collections.<AbnormalType, Short> emptyMap();
 		}
 	}
 	
@@ -71,40 +74,39 @@ public class DispelBySlot extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
 		if (_dispelAbnormals.isEmpty())
 		{
 			return false;
 		}
 		
-		for (L2Effect effect : getEffected().getAllEffects())
+		final L2Character effected = info.getEffected();
+		final CharEffectList effectList = effected.getEffectList();
+		// There is no need to iterate over all buffs,
+		// Just iterate once over all slots to dispel and get the buff with that abnormal if exists,
+		// Operation of O(n) for the amount of slots to dispel (which is usually small) and O(1) to get the buff.
+		for (Entry<AbnormalType, Short> entry : _dispelAbnormals.entrySet())
 		{
-			if (effect == null)
+			final BuffInfo toDispel = effectList.getBuffInfoByAbnormalType(entry.getKey());
+			if (toDispel == null)
 			{
 				continue;
 			}
 			
-			for (Entry<AbnormalType, Byte> dispel : _dispelAbnormals.entrySet())
+			// Dispel transformations (buff and by GM)
+			if ((entry.getKey() == AbnormalType.TRANSFORM))
 			{
-				if ((effect.getSkill().getAbnormalType() == AbnormalType.TRANSFORM) && ((dispel.getValue() == getEffected().getActingPlayer().getTransformationId()) || (dispel.getValue() < 0)))
+				if (effected.isTransformed() || (effected.isPlayer() || (entry.getValue() == effected.getActingPlayer().getTransformationId()) || (entry.getValue() < 0)))
 				{
-					getEffected().stopTransformation(true);
+					info.getEffected().stopTransformation(true);
 					continue;
 				}
-				else if ((effect.getSkill().getAbnormalType() == dispel.getKey()) && (dispel.getValue() >= effect.getSkill().getAbnormalLvl()))
-				{
-					effect.exit();
-				}
 			}
-		}
-		
-		// Stop transformed by GM.
-		for (Entry<AbnormalType, Byte> dispel : _dispelAbnormals.entrySet())
-		{
-			if ((dispel.getKey() == AbnormalType.TRANSFORM) && getEffected().isTransformed())
+			
+			if ((entry.getKey() == toDispel.getSkill().getAbnormalType()) && (entry.getValue() >= toDispel.getSkill().getAbnormalLvl()))
 			{
-				getEffected().stopTransformation(false);
+				effectList.stopSkillEffects(true, entry.getKey());
 			}
 		}
 		return true;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelBySlotProbability.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelBySlotProbability.java
index 826e65d87a68f4ae9b632ed1d0cbfca4fdaf8405..5b9d806b69468c1ded97143501f976a1b17e6ade 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelBySlotProbability.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/DispelBySlotProbability.java
@@ -23,28 +23,31 @@ import java.util.EnumMap;
 import java.util.Map;
 import java.util.Map.Entry;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.CharEffectList;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.actor.L2Character;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
 import com.l2jserver.gameserver.model.skills.AbnormalType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.util.Rnd;
 
 /**
  * Dispel By Slot Probability effect implementation.
- * @author Adry_85
+ * @author Adry_85, Zoey76
  */
-public class DispelBySlotProbability extends L2Effect
+public final class DispelBySlotProbability extends AbstractEffect
 {
 	private final String _dispel;
-	private final Map<AbnormalType, Byte> _dispelAbnormals;
+	private final Map<AbnormalType, Short> _dispelAbnormals;
 	private final int _rate;
 	
-	public DispelBySlotProbability(Env env, EffectTemplate template)
+	public DispelBySlotProbability(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_dispel = template.getParameters().getString("dispel", null);
-		_rate = template.getParameters().getInt("rate", 0);
+		super(attachCond, applyCond, set, params);
+		_dispel = getParameters().getString("dispel", null);
+		_rate = getParameters().getInt("rate", 0);
 		if ((_dispel != null) && !_dispel.isEmpty())
 		{
 			_dispelAbnormals = new EnumMap<>(AbnormalType.class);
@@ -52,12 +55,12 @@ public class DispelBySlotProbability extends L2Effect
 			{
 				String[] ngt = ngtStack.split(",");
 				final AbnormalType type = AbnormalType.getAbnormalType(ngt[0]);
-				_dispelAbnormals.put(type, Byte.MAX_VALUE);
+				_dispelAbnormals.put(type, Short.MAX_VALUE);
 			}
 		}
 		else
 		{
-			_dispelAbnormals = Collections.<AbnormalType, Byte> emptyMap();
+			_dispelAbnormals = Collections.<AbnormalType, Short> emptyMap();
 		}
 	}
 	
@@ -74,25 +77,40 @@ public class DispelBySlotProbability extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
 		if (_dispelAbnormals.isEmpty())
 		{
 			return false;
 		}
 		
-		for (L2Effect effect : getEffected().getAllEffects())
+		final L2Character effected = info.getEffected();
+		final CharEffectList effectList = effected.getEffectList();
+		// There is no need to iterate over all buffs,
+		// Just iterate once over all slots to dispel and get the buff with that abnormal if exists,
+		// Operation of O(n) for the amount of slots to dispel (which is usually small) and O(1) to get the buff.
+		for (Entry<AbnormalType, Short> entry : _dispelAbnormals.entrySet())
 		{
-			if (effect == null)
+			final BuffInfo toDispel = effectList.getBuffInfoByAbnormalType(entry.getKey());
+			if (toDispel == null)
 			{
 				continue;
 			}
 			
-			for (Entry<AbnormalType, Byte> negate : _dispelAbnormals.entrySet())
+			if ((Rnd.get(100) < _rate))
 			{
-				if ((effect.getSkill().getAbnormalType() == negate.getKey()) && (Rnd.get(100) < _rate))
+				// Dispel transformations (buff and by GM)
+				if ((entry.getKey() == AbnormalType.TRANSFORM))
 				{
-					effect.exit();
+					if (effected.isTransformed() || (effected.isPlayer() || (entry.getValue() == effected.getActingPlayer().getTransformationId()) || (entry.getValue() < 0)))
+					{
+						info.getEffected().stopTransformation(true);
+					}
+				}
+				
+				if ((toDispel.getSkill().getAbnormalType() == entry.getKey()) && (entry.getValue() >= toDispel.getSkill().getAbnormalLvl()))
+				{
+					effectList.stopSkillEffects(true, entry.getKey());
 				}
 			}
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/EnemyCharge.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/EnemyCharge.java
index 899e3ba28c7be05fbcc63c494ae9ae45ca0282ac..c9dd956c26be1aea3a5c65e024d8cda175db0a0d 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/EnemyCharge.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/EnemyCharge.java
@@ -18,34 +18,22 @@
  */
 package handlers.effecthandlers;
 
-import java.util.logging.Logger;
-
 import com.l2jserver.Config;
 import com.l2jserver.gameserver.GeoData;
 import com.l2jserver.gameserver.model.Location;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.serverpackets.FlyToLocation;
 import com.l2jserver.gameserver.network.serverpackets.FlyToLocation.FlyType;
 import com.l2jserver.gameserver.network.serverpackets.ValidateLocation;
 
-public class EnemyCharge extends L2Effect
+public final class EnemyCharge extends AbstractEffect
 {
-	static final Logger _log = Logger.getLogger(EnemyCharge.class.getName());
-	
-	private int _x, _y, _z;
-	
-	public EnemyCharge(Env env, EffectTemplate template)
-	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
+	public EnemyCharge(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -55,29 +43,29 @@ public class EnemyCharge extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isMovementDisabled())
+		if (info.getEffected().isMovementDisabled())
 		{
 			return false;
 		}
 		
 		// Get current position of the L2Character
-		final int curX = getEffector().getX();
-		final int curY = getEffector().getY();
-		final int curZ = getEffector().getZ();
+		final int curX = info.getEffector().getX();
+		final int curY = info.getEffector().getY();
+		final int curZ = info.getEffector().getZ();
 		
 		// Calculate distance (dx,dy) between current position and destination
-		double dx = getEffected().getX() - curX;
-		double dy = getEffected().getY() - curY;
-		double dz = getEffected().getZ() - curZ;
+		double dx = info.getEffected().getX() - curX;
+		double dy = info.getEffected().getY() - curY;
+		double dz = info.getEffected().getZ() - curZ;
 		double distance = Math.sqrt((dx * dx) + (dy * dy));
 		if (distance > 2000)
 		{
-			_log.info("EffectEnemyCharge was going to use invalid coordinates for characters, getEffector: " + curX + "," + curY + " and getEffected: " + getEffected().getX() + "," + getEffected().getY());
+			_log.info("EffectEnemyCharge was going to use invalid coordinates for characters, getEffector: " + curX + "," + curY + " and getEffected: " + info.getEffected().getX() + "," + info.getEffected().getY());
 			return false;
 		}
-		int offset = Math.max((int) distance - getSkill().getFlyRadius(), 30);
+		int offset = Math.max((int) distance - info.getSkill().getFlyRadius(), 30);
 		
 		double cos;
 		double sin;
@@ -101,21 +89,21 @@ public class EnemyCharge extends L2Effect
 		cos = dx / distance;
 		
 		// Calculate the new destination with offset included
-		_x = curX + (int) ((distance - offset) * cos);
-		_y = curY + (int) ((distance - offset) * sin);
-		_z = getEffected().getZ();
+		int x = curX + (int) ((distance - offset) * cos);
+		int y = curY + (int) ((distance - offset) * sin);
+		int z = info.getEffected().getZ();
 		
 		if (Config.GEODATA > 0)
 		{
-			Location destiny = GeoData.getInstance().moveCheck(getEffector().getX(), getEffector().getY(), getEffector().getZ(), _x, _y, _z, getEffector().getInstanceId());
-			_x = destiny.getX();
-			_y = destiny.getY();
+			Location destiny = GeoData.getInstance().moveCheck(info.getEffector().getX(), info.getEffector().getY(), info.getEffector().getZ(), x, y, z, info.getEffector().getInstanceId());
+			x = destiny.getX();
+			y = destiny.getY();
 		}
-		getEffector().broadcastPacket(new FlyToLocation(getEffector(), _x, _y, _z, FlyType.CHARGE));
+		info.getEffector().broadcastPacket(new FlyToLocation(info.getEffector(), x, y, z, FlyType.CHARGE));
 		
 		// maybe is need force set X,Y,Z
-		getEffector().setXYZ(_x, _y, _z);
-		getEffector().broadcastPacket(new ValidateLocation(getEffector()));
+		info.getEffector().setXYZ(x, y, z);
+		info.getEffector().broadcastPacket(new ValidateLocation(info.getEffector()));
 		
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/EnergyAttack.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/EnergyAttack.java
index 4d67db85312957e2eb1b9a45b7e9d8a8049d9e53..046a622509c3a487461e4a1fc56b1cff326cd75a 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/EnergyAttack.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/EnergyAttack.java
@@ -19,12 +19,13 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.enums.ShotType;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.BaseStats;
-import com.l2jserver.gameserver.model.stats.Env;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
@@ -32,17 +33,17 @@ import com.l2jserver.gameserver.network.SystemMessageId;
  * Energy Attack effect implementation.
  * @author Adry_85
  */
-public class EnergyAttack extends L2Effect
+public final class EnergyAttack extends AbstractEffect
 {
-	public EnergyAttack(Env env, EffectTemplate template)
+	public EnergyAttack(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return !Formulas.calcPhysicalSkillEvasion(getEffector(), getEffected(), getSkill());
+		return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -58,24 +59,24 @@ public class EnergyAttack extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		if (activeChar.isAlikeDead())
 		{
 			return false;
 		}
 		
-		boolean ss = getSkill().isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
-		byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
+		boolean ss = info.getSkill().isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
+		byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
 		boolean crit = false;
-		if (getSkill().getBaseCritRate() > 0)
+		if (info.getSkill().getBaseCritRate() > 0)
 		{
-			crit = Formulas.calcCrit(getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
+			crit = Formulas.calcCrit(info.getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
 		}
 		// damage calculation
-		double damage = Formulas.calcPhysDam(activeChar, target, getSkill(), shld, false, ss);
+		double damage = Formulas.calcPhysDam(activeChar, target, info.getSkill(), shld, false, ss);
 		
 		double modifier = 0;
 		if (activeChar.isPlayer())
@@ -91,11 +92,11 @@ public class EnergyAttack extends L2Effect
 		if (damage > 0)
 		{
 			double finalDamage = damage * modifier;
-			target.reduceCurrentHp(finalDamage, activeChar, getSkill());
-			target.notifyDamageReceived(damage, activeChar, getSkill(), crit);
+			target.reduceCurrentHp(finalDamage, activeChar, info.getSkill());
+			target.notifyDamageReceived(damage, activeChar, info.getSkill(), crit);
 			activeChar.sendDamageMessage(target, (int) finalDamage, false, crit, false);
 			// Check if damage should be reflected
-			Formulas.calcDamageReflected(activeChar, target, getSkill(), crit);
+			Formulas.calcDamageReflected(activeChar, target, info.getSkill(), crit);
 		}
 		else
 		{
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/EnlargeAbnormalSlot.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/EnlargeAbnormalSlot.java
index 77be5805d06e4b55fbf09a52f72fb4e7a7c5286f..f5c9495749a7279b4d542da7521d94f600962147 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/EnlargeAbnormalSlot.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/EnlargeAbnormalSlot.java
@@ -18,37 +18,31 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Enlarge Abnormal Slot effect implementation.
  * @author Zoey76
  */
-public class EnlargeAbnormalSlot extends L2Effect
+public final class EnlargeAbnormalSlot extends AbstractEffect
 {
-	public EnlargeAbnormalSlot(Env env, EffectTemplate template)
+	public EnlargeAbnormalSlot(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public boolean onActionTime(BuffInfo info)
 	{
-		return L2EffectType.ENLARGE_ABNORMAL_SLOT;
+		return info.getSkill().isPassive();
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onStart(BuffInfo info)
 	{
-		return getSkill().isPassive();
-	}
-	
-	@Override
-	public boolean onStart()
-	{
-		return (getEffector() != null) && (getEffected() != null) && getEffected().isPlayer();
+		return (info.getEffector() != null) && (info.getEffected() != null) && info.getEffected().isPlayer();
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Escape.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Escape.java
index fd3ccedebb2ea2b679bb8a2e392c25a967c1a978..ffa47ab6395e50751b1e2d8475fdf7aca66b788f 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Escape.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Escape.java
@@ -19,24 +19,25 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.instancemanager.MapRegionManager;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.TeleportWhereType;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Escape effect implementation.
  * @author Adry_85
  */
-public class Escape extends L2Effect
+public final class Escape extends AbstractEffect
 {
 	private final TeleportWhereType _escapeType;
 	
-	public Escape(Env env, EffectTemplate template)
+	public Escape(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_escapeType = template.getParameters().getEnum("escapeType", TeleportWhereType.class, null);
+		super(attachCond, applyCond, set, params);
+		_escapeType = getParameters().getEnum("escapeType", TeleportWhereType.class, null);
 	}
 	
 	@Override
@@ -52,15 +53,15 @@ public class Escape extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
 		if (_escapeType == null)
 		{
 			return false;
 		}
-		getEffected().teleToLocation(MapRegionManager.getInstance().getTeleToLocation(getEffected(), _escapeType), true);
-		getEffected().getActingPlayer().setIsIn7sDungeon(false);
-		getEffected().setInstanceId(0);
+		info.getEffected().teleToLocation(MapRegionManager.getInstance().getTeleToLocation(info.getEffected(), _escapeType), true);
+		info.getEffected().getActingPlayer().setIsIn7sDungeon(false);
+		info.getEffected().setInstanceId(0);
 		return true;
 	}
 }
\ No newline at end of file
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FakeDeath.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FakeDeath.java
index 0c9872a0205bd40709c95df84b8cc5dbde38d0b0..7af1c88aea699a10d2d97f362807a4d67fd0ed12 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FakeDeath.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FakeDeath.java
@@ -18,10 +18,11 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.ChangeWaitType;
 import com.l2jserver.gameserver.network.serverpackets.Revive;
@@ -30,11 +31,11 @@ import com.l2jserver.gameserver.network.serverpackets.Revive;
  * Fake Death effect implementation.
  * @author mkizub
  */
-public class FakeDeath extends L2Effect
+public final class FakeDeath extends AbstractEffect
 {
-	public FakeDeath(Env env, EffectTemplate template)
+	public FakeDeath(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -44,44 +45,45 @@ public class FakeDeath extends L2Effect
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		if (getEffected().isDead())
+		if (info.getEffected().isDead())
 		{
 			return false;
 		}
 		
-		final double manaDam = calc() * getEffectTemplate().getTotalTickCount();
-		if (manaDam > getEffected().getCurrentMp())
+		final double manaDam = getValue() * getTicks();
+		if (manaDam > info.getEffected().getCurrentMp())
 		{
-			if (getSkill().isToggle())
+			if (info.getSkill().isToggle())
 			{
-				getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP);
+				info.getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP);
 				return false;
 			}
 		}
 		
-		getEffected().reduceCurrentMp(manaDam);
-		return true;
+		info.getEffected().reduceCurrentMp(manaDam);
+		
+		return info.getSkill().isToggle();
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			getEffected().getActingPlayer().setIsFakeDeath(false);
-			getEffected().getActingPlayer().setRecentFakeDeath(true);
+			info.getEffected().getActingPlayer().setIsFakeDeath(false);
+			info.getEffected().getActingPlayer().setRecentFakeDeath(true);
 		}
 		
-		getEffected().broadcastPacket(new ChangeWaitType(getEffected(), ChangeWaitType.WT_STOP_FAKEDEATH));
-		getEffected().broadcastPacket(new Revive(getEffected()));
+		info.getEffected().broadcastPacket(new ChangeWaitType(info.getEffected(), ChangeWaitType.WT_STOP_FAKEDEATH));
+		info.getEffected().broadcastPacket(new Revive(info.getEffected()));
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().startFakeDeath();
+		info.getEffected().startFakeDeath();
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FatalBlow.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FatalBlow.java
index e411b14c5d8c0757e321e8f2f1d6c87db3bd32ba..f45aec585c5c7720a95f4af97fea14f6d60cf170 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FatalBlow.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FatalBlow.java
@@ -19,30 +19,31 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.enums.ShotType;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.BaseStats;
-import com.l2jserver.gameserver.model.stats.Env;
 import com.l2jserver.gameserver.model.stats.Formulas;
 
 /**
  * Fatal Blow effect implementation.
  * @author Adry_85
  */
-public class FatalBlow extends L2Effect
+public final class FatalBlow extends AbstractEffect
 {
-	public FatalBlow(Env env, EffectTemplate template)
+	public FatalBlow(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return !Formulas.calcPhysicalSkillEvasion(getEffector(), getEffected(), getSkill()) && Formulas.calcBlowSuccess(getEffector(), getEffected(), getSkill());
+		return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill()) && Formulas.calcBlowSuccess(info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -58,29 +59,29 @@ public class FatalBlow extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		
 		if (activeChar.isAlikeDead())
 		{
 			return false;
 		}
 		
-		boolean ss = getSkill().useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
-		byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
-		double damage = (int) Formulas.calcBlowDamage(activeChar, target, getSkill(), shld, ss);
+		boolean ss = info.getSkill().useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
+		byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
+		double damage = (int) Formulas.calcBlowDamage(activeChar, target, info.getSkill(), shld, ss);
 		
 		// Crit rate base crit rate for skill, modified with STR bonus
-		boolean crit = Formulas.calcCrit(getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
+		boolean crit = Formulas.calcCrit(info.getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
 		if (crit)
 		{
 			damage *= 2;
 		}
 		
-		target.reduceCurrentHp(damage, activeChar, getSkill());
-		target.notifyDamageReceived(damage, activeChar, getSkill(), crit);
+		target.reduceCurrentHp(damage, activeChar, info.getSkill());
+		target.notifyDamageReceived(damage, activeChar, info.getSkill(), crit);
 		
 		// Manage attack or cast break of the target (calculating rate, sending message...)
 		if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
@@ -96,7 +97,7 @@ public class FatalBlow extends L2Effect
 		}
 		
 		// Check if damage should be reflected
-		Formulas.calcDamageReflected(activeChar, target, getSkill(), true);
+		Formulas.calcDamageReflected(activeChar, target, info.getSkill(), true);
 		return true;
 	}
 }
\ No newline at end of file
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Fear.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Fear.java
index 25e33e0b2cf18b0275d7e68c32669b2c7402dbe8..279cf944ef19874e9dcc2a115489979a6d48f9dc 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Fear.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Fear.java
@@ -23,31 +23,29 @@ import com.l2jserver.gameserver.GeoData;
 import com.l2jserver.gameserver.ai.CtrlEvent;
 import com.l2jserver.gameserver.ai.CtrlIntention;
 import com.l2jserver.gameserver.model.Location;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2DefenderInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2FortCommanderInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2NpcInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2SiegeSummonInstance;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Fear effect implementation.
  * @author littlecrow
  */
-public class Fear extends L2Effect
+public final class Fear extends AbstractEffect
 {
 	public static final int FEAR_RANGE = 500;
 	
-	private int _dX = -1;
-	private int _dY = -1;
-	
-	public Fear(Env env, EffectTemplate template)
+	public Fear(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -63,18 +61,20 @@ public class Fear extends L2Effect
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		int posX = getEffected().getX();
-		int posY = getEffected().getY();
-		int posZ = getEffected().getZ();
+		int posX = info.getEffected().getX();
+		int posY = info.getEffected().getY();
+		int posZ = info.getEffected().getZ();
 		
-		if (getEffected().getX() > getEffector().getX())
+		int _dX = -1;
+		int _dY = -1;
+		if (info.getEffected().getX() > info.getEffector().getX())
 		{
 			_dX = 1;
 		}
 		
-		if (getEffected().getY() > getEffector().getY())
+		if (info.getEffected().getY() > info.getEffector().getY())
 		{
 			_dY = 1;
 		}
@@ -84,49 +84,40 @@ public class Fear extends L2Effect
 		
 		if (Config.GEODATA > 0)
 		{
-			Location destiny = GeoData.getInstance().moveCheck(getEffected().getX(), getEffected().getY(), getEffected().getZ(), posX, posY, posZ, getEffected().getInstanceId());
+			Location destiny = GeoData.getInstance().moveCheck(info.getEffected().getX(), info.getEffected().getY(), info.getEffected().getZ(), posX, posY, posZ, info.getEffected().getInstanceId());
 			posX = destiny.getX();
 			posY = destiny.getY();
 		}
 		
-		if (!getEffected().isPet())
+		if (!info.getEffected().isPet())
 		{
-			getEffected().setRunning();
+			info.getEffected().setRunning();
 		}
 		
-		getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new Location(posX, posY, posZ));
+		info.getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new Location(posX, posY, posZ));
 		return false;
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() instanceof L2NpcInstance) || (getEffected() instanceof L2DefenderInstance) || (getEffected() instanceof L2FortCommanderInstance) || (getEffected() instanceof L2SiegeFlagInstance) || (getEffected() instanceof L2SiegeSummonInstance))
+		if ((info.getEffected() instanceof L2NpcInstance) || (info.getEffected() instanceof L2DefenderInstance) || (info.getEffected() instanceof L2FortCommanderInstance) || (info.getEffected() instanceof L2SiegeFlagInstance) || (info.getEffected() instanceof L2SiegeSummonInstance))
 		{
 			return false;
 		}
 		
-		if (getEffected().isAfraid())
+		if (info.getEffected().isAfraid())
 		{
 			return false;
 		}
 		
-		if (getEffected().isCastingNow() && getEffected().canAbortCast())
-		{
-			getEffected().abortCast();
-		}
-		
-		if (getEffected().getX() > getEffector().getX())
+		if (info.getEffected().isCastingNow() && info.getEffected().canAbortCast())
 		{
-			_dX = 1;
-		}
-		if (getEffected().getY() > getEffector().getY())
-		{
-			_dY = 1;
+			info.getEffected().abortCast();
 		}
 		
-		getEffected().getAI().notifyEvent(CtrlEvent.EVT_AFRAID);
-		onActionTime();
-		return super.onStart();
+		info.getEffected().getAI().notifyEvent(CtrlEvent.EVT_AFRAID);
+		onActionTime(info);
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Flag.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Flag.java
index 97012f0ab258c392a35c027cd31204cc4c83c800..3ad1485c70cf841e842099a77f590b15c3287b97 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Flag.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Flag.java
@@ -18,55 +18,38 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
+ * Flag effect implementation.
  * @author BiggBoss
  */
-public final class Flag extends L2Effect
+public final class Flag extends AbstractEffect
 {
-	/**
-	 * @param env
-	 * @param template
-	 */
-	public Flag(Env env, EffectTemplate template)
+	public Flag(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public void onExit(BuffInfo info)
 	{
-		return L2EffectType.NONE;
+		info.getEffected().getActingPlayer().updatePvPFlag(0);
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() == null) || !getEffected().isPlayer())
+		if ((info.getEffected() == null) || !info.getEffected().isPlayer())
 		{
 			return false;
 		}
 		
-		getEffected().updatePvPFlag(1);
+		info.getEffected().updatePvPFlag(1);
 		
 		return true;
 	}
-	
-	@Override
-	public boolean onActionTime()
-	{
-		getEffected().updatePvPFlag(1);
-		
-		return super.onActionTime();
-	}
-	
-	@Override
-	public void onExit()
-	{
-		getEffected().getActingPlayer().updatePvPFlag(0);
-	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FocusEnergy.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FocusEnergy.java
index 1e0ccd057889ab5198d07f272c63fef8a8f95c05..00d8c5aeedf126384a483ffa796092bdf773991e 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FocusEnergy.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FocusEnergy.java
@@ -18,26 +18,20 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Focus Energy effect implementation.
  * @author DS
  */
-public class FocusEnergy extends L2Effect
+public final class FocusEnergy extends AbstractEffect
 {
-	public FocusEnergy(Env env, EffectTemplate template)
+	public FocusEnergy(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -47,13 +41,13 @@ public class FocusEnergy extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (!getEffected().isPlayer())
+		if (!info.getEffected().isPlayer())
 		{
 			return false;
 		}
-		getEffected().getActingPlayer().increaseCharges(1, (int) calc());
+		info.getEffected().getActingPlayer().increaseCharges(1, (int) getValue());
 		return true;
 	}
 }
\ No newline at end of file
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FocusMaxEnergy.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FocusMaxEnergy.java
index 57454fe0242fa9c3fbc5ac4ec393457e6fa76313..c3c946d63beffcd5306f8d0866bb15a82de92489 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FocusMaxEnergy.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FocusMaxEnergy.java
@@ -18,27 +18,21 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.skills.L2Skill;
-import com.l2jserver.gameserver.model.stats.Env;
 
 /**
  * Focus Max Energy effect implementation.
  * @author Adry_85
  */
-public class FocusMaxEnergy extends L2Effect
+public final class FocusMaxEnergy extends AbstractEffect
 {
-	public FocusMaxEnergy(Env env, EffectTemplate template)
+	public FocusMaxEnergy(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,17 +42,17 @@ public class FocusMaxEnergy extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			final L2Skill sonicMastery = getEffected().getSkills().get(992);
-			final L2Skill focusMastery = getEffected().getSkills().get(993);
+			final L2Skill sonicMastery = info.getEffected().getSkills().get(992);
+			final L2Skill focusMastery = info.getEffected().getSkills().get(993);
 			int maxCharge = (sonicMastery != null) ? sonicMastery.getLevel() : (focusMastery != null) ? focusMastery.getLevel() : 0;
 			if (maxCharge != 0)
 			{
-				int count = maxCharge - getEffected().getActingPlayer().getCharges();
-				getEffected().getActingPlayer().increaseCharges(count, maxCharge);
+				int count = maxCharge - info.getEffected().getActingPlayer().getCharges();
+				info.getEffected().getActingPlayer().increaseCharges(count, maxCharge);
 				return true;
 			}
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FocusSouls.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FocusSouls.java
index 262cbc63d0c5061ef92422676f9193d1d7dc897d..c5e45062607b19f0ca77bcd5c8b26e4f83c83a70 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FocusSouls.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/FocusSouls.java
@@ -18,11 +18,11 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Stats;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
@@ -30,17 +30,11 @@ import com.l2jserver.gameserver.network.SystemMessageId;
  * Focus Souls effect implementation.
  * @author nBd, Adry_85
  */
-public class FocusSouls extends L2Effect
+public final class FocusSouls extends AbstractEffect
 {
-	public FocusSouls(Env env, EffectTemplate template)
+	public FocusSouls(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -50,18 +44,18 @@ public class FocusSouls extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (!getEffected().isPlayer() || getEffected().isAlikeDead())
+		if (!info.getEffected().isPlayer() || info.getEffected().isAlikeDead())
 		{
 			return false;
 		}
 		
-		final L2PcInstance target = getEffected().getActingPlayer();
+		final L2PcInstance target = info.getEffected().getActingPlayer();
 		final int maxSouls = (int) target.calcStat(Stats.MAX_SOULS, 0, null, null);
 		if (maxSouls > 0)
 		{
-			int amount = (int) calc();
+			int amount = (int) getValue();
 			if ((target.getChargedSouls() < maxSouls))
 			{
 				int count = ((target.getChargedSouls() + amount) <= maxSouls) ? amount : (maxSouls - target.getChargedSouls());
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/GetAgro.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/GetAgro.java
index 54010326bb0548be51e20040b39cfc4e33bc6d18..6b3aecf8d2c22f92ff312677c27353e3ecec10d5 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/GetAgro.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/GetAgro.java
@@ -19,21 +19,22 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlIntention;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2NpcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Get Agro effect implementation.
  * @author Adry_85
  */
-public class GetAgro extends L2Effect
+public final class GetAgro extends AbstractEffect
 {
-	public GetAgro(Env env, EffectTemplate template)
+	public GetAgro(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -49,15 +50,15 @@ public class GetAgro extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected() instanceof L2NpcInstance)
+		if (info.getEffected() instanceof L2NpcInstance)
 		{
 			return false;
 		}
 		
-		CtrlIntention intention = (getEffected().isInCombat() || getEffected().isL2Attackable()) ? CtrlIntention.AI_INTENTION_ATTACK : CtrlIntention.AI_INTENTION_FOLLOW;
-		getEffected().getAI().setIntention(intention, getEffector());
+		CtrlIntention intention = (info.getEffected().isInCombat() || info.getEffected().isL2Attackable()) ? CtrlIntention.AI_INTENTION_ATTACK : CtrlIntention.AI_INTENTION_FOLLOW;
+		info.getEffected().getAI().setIntention(intention, info.getEffector());
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/GiveSp.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/GiveSp.java
index d0952bd1ecbf8498a4dbf057592370f8a6352031..8e81627d75b3ca8bfa2970d02cdd1933fab6d98b 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/GiveSp.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/GiveSp.java
@@ -18,26 +18,20 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Give SP effect implementation.
  * @author Adry_85
  */
-public class GiveSp extends L2Effect
+public final class GiveSp extends AbstractEffect
 {
-	public GiveSp(Env env, EffectTemplate template)
+	public GiveSp(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -47,14 +41,14 @@ public class GiveSp extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffector() == null) || (getEffected() == null) || !getEffector().isPlayer() || !getEffected().isPlayer() || getEffected().isAlikeDead())
+		if ((info.getEffector() == null) || (info.getEffected() == null) || !info.getEffector().isPlayer() || !info.getEffected().isPlayer() || info.getEffected().isAlikeDead())
 		{
 			return false;
 		}
 		
-		getEffector().getActingPlayer().addExpAndSp(0, (int) calc());
+		info.getEffector().getActingPlayer().addExpAndSp(0, (int) getValue());
 		return true;
 	}
 }
\ No newline at end of file
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Grow.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Grow.java
index f80725ea0857bb7a7de8d81102da537b42b88e90..a2c1d4dd936279b8960d1f7957838efdf666a10a 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Grow.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Grow.java
@@ -18,21 +18,22 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Npc;
-import com.l2jserver.gameserver.model.effects.AbnormalEffect;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.AbnormalVisualEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Grow effect implementation.
  */
-public class Grow extends L2Effect
+public final class Grow extends AbstractEffect
 {
-	public Grow(Env env, EffectTemplate template)
+	public Grow(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -42,30 +43,30 @@ public class Grow extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		if (getEffected().isNpc())
+		if (info.getEffected().isNpc())
 		{
-			L2Npc npc = (L2Npc) getEffected();
+			L2Npc npc = (L2Npc) info.getEffected();
 			// TODO: Uncomment line when fix for mobs falling underground is found
 			// npc.setCollisionHeight(npc.getTemplate().collisionHeight);
 			npc.setCollisionRadius(npc.getTemplate().getfCollisionRadius());
 			
-			getEffected().stopAbnormalEffect(AbnormalEffect.GROW);
+			info.getEffected().stopAbnormalEffect(AbnormalVisualEffect.GROW);
 		}
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isNpc())
+		if (info.getEffected().isNpc())
 		{
-			L2Npc npc = (L2Npc) getEffected();
+			L2Npc npc = (L2Npc) info.getEffected();
 			// TODO: Uncomment line when fix for mobs falling underground is found
 			// npc.setCollisionHeight((int) (npc.getCollisionHeight() * 1.24));
 			npc.setCollisionRadius((npc.getCollisionRadius() * 1.19));
 			
-			getEffected().startAbnormalEffect(AbnormalEffect.GROW);
+			info.getEffected().startAbnormalEffect(AbnormalVisualEffect.GROW);
 			return true;
 		}
 		return false;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Harvesting.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Harvesting.java
index b31fc901f1d3b797fec9fd0da02ad7dba4bf52a9..3b9e215b176ed1a666df2dc44c03dceb8546996f 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Harvesting.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Harvesting.java
@@ -20,13 +20,13 @@ package handlers.effecthandlers;
 
 import com.l2jserver.Config;
 import com.l2jserver.gameserver.model.L2Object;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.holders.ItemHolder;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate;
 import com.l2jserver.gameserver.network.serverpackets.ItemList;
@@ -37,18 +37,13 @@ import com.l2jserver.util.Rnd;
  * Harvesting effect implementation.
  * @author l3x, Zoey76
  */
-public class Harvesting extends L2Effect
+public final class Harvesting extends AbstractEffect
 {
-	public Harvesting(Env env, EffectTemplate template)
+	public Harvesting(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
-	/**
-	 * @param activeChar
-	 * @param target
-	 * @return
-	 */
 	private boolean calcSuccess(L2PcInstance activeChar, L2MonsterInstance target)
 	{
 		int basicSuccess = 100;
@@ -76,12 +71,6 @@ public class Harvesting extends L2Effect
 		return Rnd.nextInt(99) < basicSuccess;
 	}
 	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
-	}
-	
 	@Override
 	public boolean isInstant()
 	{
@@ -89,15 +78,15 @@ public class Harvesting extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffector() == null) || (getEffected() == null) || !getEffector().isPlayer() || !getEffected().isNpc() || !getEffected().isDead())
+		if ((info.getEffector() == null) || (info.getEffected() == null) || !info.getEffector().isPlayer() || !info.getEffected().isNpc() || !info.getEffected().isDead())
 		{
 			return false;
 		}
 		
-		final L2PcInstance player = getEffector().getActingPlayer();
-		final L2Object[] targets = getSkill().getTargetList(player, false, getEffected());
+		final L2PcInstance player = info.getEffector().getActingPlayer();
+		final L2Object[] targets = info.getSkill().getTargetList(player, false, info.getEffected());
 		if ((targets == null) || (targets.length == 0))
 		{
 			return false;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Heal.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Heal.java
index 87c9917768daf317bc6d7edb5be9abf90f53c6b9..f5cde769fc148c1fd7271e3b08a7b8780667eb02 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Heal.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Heal.java
@@ -19,13 +19,14 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.enums.ShotType;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
 import com.l2jserver.gameserver.model.items.L2Item;
 import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.model.stats.Stats;
 import com.l2jserver.gameserver.network.SystemMessageId;
@@ -35,11 +36,11 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Heal effect implementation.
  * @author UnAfraid
  */
-public class Heal extends L2Effect
+public final class Heal extends AbstractEffect
 {
-	public Heal(Env env, EffectTemplate template)
+	public Heal(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -55,30 +56,30 @@ public class Heal extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		if ((target == null) || target.isDead() || target.isDoor())
 		{
 			return false;
 		}
 		
-		double amount = calc();
+		double amount = getValue();
 		double staticShotBonus = 0;
 		int mAtkMul = 1;
-		boolean sps = getSkill().isMagic() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
-		boolean bss = getSkill().isMagic() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
+		boolean sps = info.getSkill().isMagic() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
+		boolean bss = info.getSkill().isMagic() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
 		
 		if (((sps || bss) && (activeChar.isPlayer() && activeChar.getActingPlayer().isMageClass())) || activeChar.isSummon())
 		{
-			staticShotBonus = getSkill().getMpConsume(); // static bonus for spiritshots
+			staticShotBonus = info.getSkill().getMpConsume(); // static bonus for spiritshots
 			mAtkMul = bss ? 4 : 2;
 			staticShotBonus *= bss ? 2.4 : 1.0;
 		}
 		else if ((sps || bss) && activeChar.isNpc())
 		{
-			staticShotBonus = 2.4 * getSkill().getMpConsume(); // always blessed spiritshots
+			staticShotBonus = 2.4 * info.getSkill().getMpConsume(); // always blessed spiritshots
 			mAtkMul = 4;
 		}
 		else
@@ -94,12 +95,12 @@ public class Heal extends L2Effect
 			mAtkMul = bss ? mAtkMul * 4 : mAtkMul + 1;
 		}
 		
-		if (!getSkill().isStatic())
+		if (!info.getSkill().isStatic())
 		{
 			amount += staticShotBonus + Math.sqrt(mAtkMul * activeChar.getMAtk(activeChar, null));
 			amount = target.calcStat(Stats.HEAL_EFFECT, amount, null, null);
 			// Heal critic, since CT2.3 Gracia Final
-			if (getSkill().isMagic() && Formulas.calcMCrit(activeChar.getMCriticalHit(target, getSkill())))
+			if (info.getSkill().isMagic() && Formulas.calcMCrit(activeChar.getMCriticalHit(target, info.getSkill())))
 			{
 				amount *= 3;
 			}
@@ -114,7 +115,7 @@ public class Heal extends L2Effect
 		
 		if (target.isPlayer())
 		{
-			if (getSkill().getId() == 4051)
+			if (info.getSkill().getId() == 4051)
 			{
 				target.sendPacket(SystemMessageId.REJUVENATING_HP);
 			}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HealOverTime.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HealOverTime.java
index e8b76787957e0de220d4e162a17aa906b61220d5..e944fc5af9ef746b454bb43853211c6582a21ce5 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HealOverTime.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HealOverTime.java
@@ -18,31 +18,21 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.serverpackets.ExRegMax;
 
 /**
  * Heal Over Time effect implementation.
  */
-public class HealOverTime extends L2Effect
+public final class HealOverTime extends AbstractEffect
 {
-	public HealOverTime(Env env, EffectTemplate template)
+	public HealOverTime(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	public HealOverTime(Env env, L2Effect effect)
-	{
-		super(env, effect);
-	}
-	
-	@Override
-	public boolean canBeStolen()
-	{
-		return true;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -52,15 +42,15 @@ public class HealOverTime extends L2Effect
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		if (getEffected().isDead() || getEffected().isDoor())
+		if (info.getEffected().isDead() || info.getEffected().isDoor())
 		{
 			return false;
 		}
 		
-		double hp = getEffected().getCurrentHp();
-		double maxhp = getEffected().getMaxRecoverableHp();
+		double hp = info.getEffected().getCurrentHp();
+		double maxhp = info.getEffected().getMaxRecoverableHp();
 		
 		// Not needed to set the HP and send update packet if player is already at max HP
 		if (hp >= maxhp)
@@ -68,18 +58,18 @@ public class HealOverTime extends L2Effect
 			return false;
 		}
 		
-		hp += calc() * getEffectTemplate().getTotalTickCount();
+		hp += getValue() * getTicks();
 		hp = Math.min(hp, maxhp);
-		getEffected().setCurrentHp(hp);
-		return getSkill().isToggle();
+		info.getEffected().setCurrentHp(hp);
+		return info.getSkill().isToggle();
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isPlayer() && (getEffectTemplate().getTotalTickCount() > 0))
+		if (info.getEffected().isPlayer() && (getTicks() > 0))
 		{
-			getEffected().sendPacket(new ExRegMax(calc(), getAbnormalTime(), getAbnormalTime() / getEffectTemplate().getTotalTickCount()));
+			info.getEffected().sendPacket(new ExRegMax(getValue(), info.getAbnormalTime(), info.getAbnormalTime() / getTicks()));
 		}
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HealPercent.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HealPercent.java
index 97dcf34425001ed728bd1d17c832909407b0ecb2..8eb08897ccf1b4a6fbe831c98d4031b28b89cdab 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HealPercent.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HealPercent.java
@@ -18,11 +18,12 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
 
@@ -30,11 +31,11 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Heal Percent effect implementation.
  * @author UnAfraid
  */
-public class HealPercent extends L2Effect
+public final class HealPercent extends AbstractEffect
 {
-	public HealPercent(Env env, EffectTemplate template)
+	public HealPercent(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -50,16 +51,16 @@ public class HealPercent extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
+		L2Character target = info.getEffected();
 		if ((target == null) || target.isDead() || target.isDoor())
 		{
 			return false;
 		}
 		
 		double amount = 0;
-		double power = calc();
+		double power = getValue();
 		boolean full = (power == 100.0);
 		
 		amount = full ? target.getMaxHp() : (target.getMaxHp() * power) / 100.0;
@@ -70,10 +71,10 @@ public class HealPercent extends L2Effect
 			target.setCurrentHp(amount + target.getCurrentHp());
 		}
 		SystemMessage sm;
-		if (getEffector().getObjectId() != target.getObjectId())
+		if (info.getEffector().getObjectId() != target.getObjectId())
 		{
 			sm = SystemMessage.getSystemMessage(SystemMessageId.S2_HP_RESTORED_BY_C1);
-			sm.addCharName(getEffector());
+			sm.addCharName(info.getEffector());
 		}
 		else
 		{
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Hide.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Hide.java
index 1ac3b4e8c09195a4f083a217cb593cce78d6836c..c61cd4b78f08801e36b1e8895c191b144aa2d4f5 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Hide.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Hide.java
@@ -19,13 +19,13 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlIntention;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.AbnormalEffect;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.AbnormalVisualEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.serverpackets.DeleteObject;
 import com.l2jserver.gameserver.network.serverpackets.L2GameServerPacket;
 
@@ -33,46 +33,35 @@ import com.l2jserver.gameserver.network.serverpackets.L2GameServerPacket;
  * Hide effect implementation.
  * @author ZaKaX, nBd
  */
-public class Hide extends L2Effect
+public final class Hide extends AbstractEffect
 {
-	public Hide(Env env, EffectTemplate template)
+	public Hide(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	public Hide(Env env, L2Effect effect)
-	{
-		super(env, effect);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.HIDE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			L2PcInstance activeChar = getEffected().getActingPlayer();
+			L2PcInstance activeChar = info.getEffected().getActingPlayer();
 			if (!activeChar.inObserverMode())
 			{
 				activeChar.getAppearance().setVisible();
 			}
-			activeChar.stopAbnormalEffect(AbnormalEffect.STEALTH);
+			activeChar.stopAbnormalEffect(AbnormalVisualEffect.STEALTH);
 		}
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			L2PcInstance activeChar = getEffected().getActingPlayer();
+			L2PcInstance activeChar = info.getEffected().getActingPlayer();
 			activeChar.getAppearance().setInvisible();
-			activeChar.startAbnormalEffect(AbnormalEffect.STEALTH);
+			activeChar.startAbnormalEffect(AbnormalVisualEffect.STEALTH);
 			
 			if ((activeChar.getAI().getNextIntention() != null) && (activeChar.getAI().getNextIntention().getCtrlIntention() == CtrlIntention.AI_INTENTION_ATTACK))
 			{
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HolythingPossess.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HolythingPossess.java
index 605aa24b3f2f9afecf3b321f71e7376bc1c7ccfa..2b207a2b276c1ed88f2e86d27ce8a24742c16a91 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HolythingPossess.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HolythingPossess.java
@@ -19,11 +19,11 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.instancemanager.CastleManager;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.entity.Castle;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
 
@@ -31,17 +31,11 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Holything Possess effect implementation.
  * @author Adry_85
  */
-public class HolythingPossess extends L2Effect
+public final class HolythingPossess extends AbstractEffect
 {
-	public HolythingPossess(Env env, EffectTemplate template)
+	public HolythingPossess(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -51,15 +45,15 @@ public class HolythingPossess extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (!getEffector().isPlayer())
+		if (!info.getEffector().isPlayer())
 		{
 			return false;
 		}
 		
-		Castle castle = CastleManager.getInstance().getCastle(getEffector());
-		castle.engrave(getEffector().getActingPlayer().getClan(), getEffected());
+		Castle castle = CastleManager.getInstance().getCastle(info.getEffector());
+		castle.engrave(info.getEffector().getActingPlayer().getClan(), info.getEffected());
 		castle.getSiege().announceToPlayer(SystemMessage.getSystemMessage(SystemMessageId.OPPONENT_STARTED_ENGRAVING), false);
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HpByLevel.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HpByLevel.java
index ec4dc32a9d39549f150881a6ace6a7b78eeff71b..ae27c3d72292c77513cc47998af06f551aa486cc 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HpByLevel.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HpByLevel.java
@@ -18,10 +18,11 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
 
@@ -29,11 +30,11 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Hp By Level effect implementation..
  * @author Zoey76
  */
-public class HpByLevel extends L2Effect
+public final class HpByLevel extends AbstractEffect
 {
-	public HpByLevel(Env env, EffectTemplate template)
+	public HpByLevel(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -49,21 +50,21 @@ public class HpByLevel extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffector() == null)
+		if (info.getEffector() == null)
 		{
 			return false;
 		}
 		// Calculation
-		final int abs = (int) calc();
-		final double absorb = ((getEffector().getCurrentHp() + abs) > getEffector().getMaxHp() ? getEffector().getMaxHp() : (getEffector().getCurrentHp() + abs));
-		final int restored = (int) (absorb - getEffector().getCurrentHp());
-		getEffector().setCurrentHp(absorb);
+		final int abs = (int) getValue();
+		final double absorb = ((info.getEffector().getCurrentHp() + abs) > info.getEffector().getMaxHp() ? info.getEffector().getMaxHp() : (info.getEffector().getCurrentHp() + abs));
+		final int restored = (int) (absorb - info.getEffector().getCurrentHp());
+		info.getEffector().setCurrentHp(absorb);
 		// System message
 		final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HP_RESTORED);
 		sm.addNumber(restored);
-		getEffector().sendPacket(sm);
+		info.getEffector().sendPacket(sm);
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HpDrain.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HpDrain.java
index 35247e63b44797364677dc17bd24764fbc653120..45e5365cbf483c3c6947b97c7cfa47785d87e88a 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HpDrain.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/HpDrain.java
@@ -19,22 +19,23 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.enums.ShotType;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 
 /**
  * HP Drain effect implementation.
  * @author Adry_85
  */
-public class HpDrain extends L2Effect
+public final class HpDrain extends AbstractEffect
 {
-	public HpDrain(Env env, EffectTemplate template)
+	public HpDrain(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -50,22 +51,22 @@ public class HpDrain extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		
 		// TODO: Unhardcode Cubic Skill to avoid double damage
-		if (activeChar.isAlikeDead() || (getSkill().getId() == 4050))
+		if (activeChar.isAlikeDead() || (info.getSkill().getId() == 4050))
 		{
 			return false;
 		}
 		
-		boolean sps = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
-		boolean bss = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
-		boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, getSkill()));
-		byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
-		int damage = (int) Formulas.calcMagicDam(activeChar, target, getSkill(), shld, sps, bss, mcrit);
+		boolean sps = info.getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
+		boolean bss = info.getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
+		boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, info.getSkill()));
+		byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
+		int damage = (int) Formulas.calcMagicDam(activeChar, target, info.getSkill(), shld, sps, bss, mcrit);
 		
 		int drain = 0;
 		int cp = (int) target.getCurrentCp();
@@ -84,7 +85,7 @@ public class HpDrain extends L2Effect
 			drain = damage;
 		}
 		
-		double hpAdd = (calc() * drain);
+		double hpAdd = (getValue() * drain);
 		double hpFinal = ((activeChar.getCurrentHp() + hpAdd) > activeChar.getMaxHp() ? activeChar.getMaxHp() : (activeChar.getCurrentHp() + hpAdd));
 		activeChar.setCurrentHp(hpFinal);
 		
@@ -97,8 +98,8 @@ public class HpDrain extends L2Effect
 				target.breakCast();
 			}
 			activeChar.sendDamageMessage(target, damage, mcrit, false, false);
-			target.reduceCurrentHp(damage, activeChar, getSkill());
-			target.notifyDamageReceived(damage, activeChar, getSkill(), mcrit);
+			target.reduceCurrentHp(damage, activeChar, info.getSkill());
+			target.notifyDamageReceived(damage, activeChar, info.getSkill(), mcrit);
 		}
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ImmobileBuff.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ImmobileBuff.java
index 95433e0e30b76f806b1b3c078e7ad1d8a384ac08..d94927aa6174098a2ffa755769d6118b632aec2d 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ImmobileBuff.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ImmobileBuff.java
@@ -18,25 +18,20 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Immobile Buff effect implementation.
  * @author mkizub
  */
-public class ImmobileBuff extends Buff
+public final class ImmobileBuff extends Buff
 {
-	public ImmobileBuff(Env env, EffectTemplate template)
+	public ImmobileBuff(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	public ImmobileBuff(Env env, L2Effect effect)
-	{
-		super(env, effect);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -46,16 +41,15 @@ public class ImmobileBuff extends Buff
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		getEffected().setIsImmobilized(false);
-		super.onExit();
+		info.getEffected().setIsImmobilized(false);
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().setIsImmobilized(true);
-		return super.onStart();
+		info.getEffected().setIsImmobilized(true);
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ImmobilePetBuff.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ImmobilePetBuff.java
index bc85ea342cc8a37c9b09d2ea4837812bafdc2149..90e5ec1d1683110559671716705e66987163e2f5 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ImmobilePetBuff.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ImmobilePetBuff.java
@@ -18,23 +18,22 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Summon;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Immobile Pet Buff effect implementation.
  * @author demonia
  */
-public class ImmobilePetBuff extends L2Effect
+public final class ImmobilePetBuff extends AbstractEffect
 {
-	private L2Summon _pet;
-	
-	public ImmobilePetBuff(Env env, EffectTemplate template)
+	public ImmobilePetBuff(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -44,23 +43,17 @@ public class ImmobilePetBuff extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		if (_pet != null)
-		{
-			_pet.setIsImmobilized(false);
-		}
+		info.getEffected().setIsImmobilized(false);
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		_pet = null;
-		
-		if (getEffected().isSummon() && getEffector().isPlayer() && (((L2Summon) getEffected()).getOwner() == getEffector()))
+		if (info.getEffected().isSummon() && info.getEffector().isPlayer() && (((L2Summon) info.getEffected()).getOwner() == info.getEffector()))
 		{
-			_pet = (L2Summon) getEffected();
-			_pet.setIsImmobilized(true);
+			info.getEffected().setIsImmobilized(true);
 			return true;
 		}
 		return false;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Invincible.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Invincible.java
index 0f6fbf4bba25a93321be07bc4cd657697bbcf822..f31a528fc4b526091cf0a6ddd079af01b2f645a7 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Invincible.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Invincible.java
@@ -18,20 +18,20 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
 
 /**
  * Invincible effect implementation.
  */
-public class Invincible extends L2Effect
+public final class Invincible extends AbstractEffect
 {
-	public Invincible(Env env, EffectTemplate template)
+	public Invincible(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Lethal.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Lethal.java
index 9dde698e90337322544456cbd6da9d4cd50b16eb..532e342f17ab61187aba158bc4098f53d22b8a13 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Lethal.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Lethal.java
@@ -18,11 +18,12 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.util.Rnd;
@@ -31,16 +32,16 @@ import com.l2jserver.util.Rnd;
  * Lethal effect implementation.
  * @author Adry_85
  */
-public class Lethal extends L2Effect
+public final class Lethal extends AbstractEffect
 {
 	private final int _fullLethal;
 	private final int _halfLethal;
 	
-	public Lethal(Env env, EffectTemplate template)
+	public Lethal(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_fullLethal = template.getParameters().getInt("fullLethal", 0);
-		_halfLethal = template.getParameters().getInt("halfLethal", 0);
+		super(attachCond, applyCond, set, params);
+		_fullLethal = getParameters().getInt("fullLethal", 0);
+		_halfLethal = getParameters().getInt("halfLethal", 0);
 	}
 	
 	@Override
@@ -56,10 +57,10 @@ public class Lethal extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		if (activeChar.isPlayer() && !activeChar.getAccessLevel().canGiveDamage())
 		{
 			return false;
@@ -70,14 +71,14 @@ public class Lethal extends L2Effect
 			return false;
 		}
 		
-		double levelBonus = Formulas.calcLvlBonusMod(activeChar, target, getSkill());
+		double levelBonus = Formulas.calcLvlBonusMod(activeChar, target, info.getSkill());
 		// Lethal Strike
 		if (Rnd.get(100) < (_fullLethal * levelBonus))
 		{
 			// for Players CP and HP is set to 1.
 			if (target.isPlayer())
 			{
-				target.notifyDamageReceived(target.getCurrentHp() - 1, getEffector(), getSkill(), true);
+				target.notifyDamageReceived(target.getCurrentHp() - 1, info.getEffector(), info.getSkill(), true);
 				target.setCurrentCp(1);
 				target.setCurrentHp(1);
 				target.sendPacket(SystemMessageId.LETHAL_STRIKE);
@@ -85,7 +86,7 @@ public class Lethal extends L2Effect
 			// for Monsters HP is set to 1.
 			else if (target.isMonster() || target.isSummon())
 			{
-				target.notifyDamageReceived(target.getCurrentHp() - 1, getEffector(), getSkill(), true);
+				target.notifyDamageReceived(target.getCurrentHp() - 1, info.getEffector(), info.getSkill(), true);
 				target.setCurrentHp(1);
 			}
 			activeChar.sendPacket(SystemMessageId.LETHAL_STRIKE_SUCCESSFUL);
@@ -103,7 +104,7 @@ public class Lethal extends L2Effect
 			// for Monsters HP is set to 50%.
 			else if (target.isMonster() || target.isSummon())
 			{
-				target.notifyDamageReceived(target.getCurrentHp() * 0.5, getEffector(), getSkill(), true);
+				target.notifyDamageReceived(target.getCurrentHp() * 0.5, info.getEffector(), info.getSkill(), true);
 				target.setCurrentHp(target.getCurrentHp() * 0.5);
 			}
 			activeChar.sendPacket(SystemMessageId.HALF_KILL);
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Lucky.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Lucky.java
index 29a60654b09df36cc8ad460fea8765869f4bead6..2ac57ccad9cd3030d2563d8498c99480031b0a26 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Lucky.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Lucky.java
@@ -18,20 +18,21 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Lucky effect implementation.
  * @author Zoey76
  */
-public class Lucky extends L2Effect
+public final class Lucky extends AbstractEffect
 {
-	public Lucky(Env env, EffectTemplate template)
+	public Lucky(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -41,14 +42,14 @@ public class Lucky extends L2Effect
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		return getSkill().isPassive();
+		return info.getSkill().isPassive();
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		return (getEffector() != null) && (getEffected() != null) && getEffected().isPlayer();
+		return (info.getEffector() != null) && (info.getEffected() != null) && info.getEffected().isPlayer();
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MagicalAttack.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MagicalAttack.java
index 1207af245216776fad22aaa139542d6142a1adfc..747540604f56df09a20c48072bca1a734c89a77b 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MagicalAttack.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MagicalAttack.java
@@ -19,11 +19,12 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.enums.ShotType;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.model.stats.Stats;
 import com.l2jserver.util.Rnd;
@@ -32,11 +33,11 @@ import com.l2jserver.util.Rnd;
  * Magical Attack effect implementation.
  * @author Adry_85
  */
-public class MagicalAttack extends L2Effect
+public final class MagicalAttack extends AbstractEffect
 {
-	public MagicalAttack(Env env, EffectTemplate template)
+	public MagicalAttack(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -52,13 +53,13 @@ public class MagicalAttack extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		
 		// TODO: Unhardcode Cubic Skill to avoid double damage
-		if (activeChar.isAlikeDead() || (getSkill().getId() == 4049))
+		if (activeChar.isAlikeDead() || (info.getSkill().getId() == 4049))
 		{
 			return false;
 		}
@@ -68,11 +69,11 @@ public class MagicalAttack extends L2Effect
 			target.stopFakeDeath(true);
 		}
 		
-		boolean sps = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
-		boolean bss = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
-		final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, getSkill()));
-		final byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
-		int damage = (int) Formulas.calcMagicDam(activeChar, target, getSkill(), shld, sps, bss, mcrit);
+		boolean sps = info.getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
+		boolean bss = info.getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
+		final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, info.getSkill()));
+		final byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
+		int damage = (int) Formulas.calcMagicDam(activeChar, target, info.getSkill(), shld, sps, bss, mcrit);
 		
 		if (damage > 0)
 		{
@@ -84,20 +85,20 @@ public class MagicalAttack extends L2Effect
 			}
 			
 			// Shield Deflect Magic: Reflect all damage on caster.
-			if (target.getStat().calcStat(Stats.VENGEANCE_SKILL_MAGIC_DAMAGE, 0, target, getSkill()) > Rnd.get(100))
+			if (target.getStat().calcStat(Stats.VENGEANCE_SKILL_MAGIC_DAMAGE, 0, target, info.getSkill()) > Rnd.get(100))
 			{
-				activeChar.reduceCurrentHp(damage, target, getSkill());
-				activeChar.notifyDamageReceived(damage, target, getSkill(), mcrit);
+				activeChar.reduceCurrentHp(damage, target, info.getSkill());
+				activeChar.notifyDamageReceived(damage, target, info.getSkill(), mcrit);
 			}
 			else
 			{
-				target.reduceCurrentHp(damage, activeChar, getSkill());
-				target.notifyDamageReceived(damage, activeChar, getSkill(), mcrit);
+				target.reduceCurrentHp(damage, activeChar, info.getSkill());
+				target.notifyDamageReceived(damage, activeChar, info.getSkill(), mcrit);
 				activeChar.sendDamageMessage(target, damage, mcrit, false, false);
 			}
 		}
 		
-		if (getSkill().isSuicideAttack())
+		if (info.getSkill().isSuicideAttack())
 		{
 			activeChar.doDie(activeChar);
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MagicalAttackMp.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MagicalAttackMp.java
index da3b47f69014ee312c0dbcf59e63cbe990dc3262..0335c1691603b50ae41574dbbb028c509d7adf2b 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MagicalAttackMp.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MagicalAttackMp.java
@@ -19,11 +19,12 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.enums.ShotType;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
@@ -32,19 +33,19 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Magical Attack MP effect.
  * @author Adry_85
  */
-public class MagicalAttackMp extends L2Effect
+public final class MagicalAttackMp extends AbstractEffect
 {
-	public MagicalAttackMp(Env env, EffectTemplate template)
+	public MagicalAttackMp(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		if (getEffected().isInvul() || !Formulas.calcMagicAffected(getEffector(), getEffected(), getSkill()))
+		if (info.getEffected().isInvul() || !Formulas.calcMagicAffected(info.getEffector(), info.getEffected(), info.getSkill()))
 		{
-			getEffector().sendPacket(SystemMessageId.MISSED_TARGET);
+			info.getEffector().sendPacket(SystemMessageId.MISSED_TARGET);
 			return false;
 		}
 		return true;
@@ -63,21 +64,21 @@ public class MagicalAttackMp extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		
 		if (activeChar.isAlikeDead())
 		{
 			return false;
 		}
 		
-		boolean sps = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
-		boolean bss = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
-		final byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
-		final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, getSkill()));
-		double damage = Formulas.calcManaDam(activeChar, target, getSkill(), shld, sps, bss, mcrit);
+		boolean sps = info.getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
+		boolean bss = info.getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
+		final byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
+		final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, info.getSkill()));
+		double damage = Formulas.calcManaDam(activeChar, target, info.getSkill(), shld, sps, bss, mcrit);
 		double mp = (damage > target.getCurrentMp() ? target.getCurrentMp() : damage);
 		
 		if (damage > 0)
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MagicalSoulAttack.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MagicalSoulAttack.java
index c2d5aa46a72b404b9180af557bec0eb9b82c045a..58cd2716e5e9933bec3130e42774ebb5119678c0 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MagicalSoulAttack.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MagicalSoulAttack.java
@@ -19,11 +19,12 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.enums.ShotType;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.model.stats.Stats;
 import com.l2jserver.util.Rnd;
@@ -32,11 +33,11 @@ import com.l2jserver.util.Rnd;
  * Magical Soul Attack effect implementation.
  * @author Adry_85
  */
-public class MagicalSoulAttack extends L2Effect
+public final class MagicalSoulAttack extends AbstractEffect
 {
-	public MagicalSoulAttack(Env env, EffectTemplate template)
+	public MagicalSoulAttack(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -52,10 +53,10 @@ public class MagicalSoulAttack extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		
 		if (activeChar.isAlikeDead())
 		{
@@ -67,22 +68,22 @@ public class MagicalSoulAttack extends L2Effect
 			target.stopFakeDeath(true);
 		}
 		
-		boolean sps = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
-		boolean bss = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
-		final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, getSkill()));
-		final byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
-		int damage = (int) Formulas.calcMagicDam(activeChar, target, getSkill(), shld, sps, bss, mcrit);
+		boolean sps = info.getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
+		boolean bss = info.getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
+		final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, info.getSkill()));
+		final byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
+		int damage = (int) Formulas.calcMagicDam(activeChar, target, info.getSkill(), shld, sps, bss, mcrit);
 		
 		// Curse of Divinity Formula (each buff increase +30%)
-		if (getSkill().getDependOnTargetBuff())
+		if (info.getSkill().getDependOnTargetBuff())
 		{
 			damage *= (((target.getBuffCount() * 0.3) + 1.3) / 4);
 		}
 		
-		if ((getSkill().getMaxSoulConsumeCount() > 0) && activeChar.isPlayer())
+		if ((info.getSkill().getMaxSoulConsumeCount() > 0) && activeChar.isPlayer())
 		{
 			// Souls Formula (each soul increase +4%)
-			int chargedSouls = (activeChar.getActingPlayer().getChargedSouls() <= getSkill().getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : getSkill().getMaxSoulConsumeCount();
+			int chargedSouls = (activeChar.getActingPlayer().getChargedSouls() <= info.getSkill().getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : info.getSkill().getMaxSoulConsumeCount();
 			damage *= 1 + (chargedSouls * 0.04);
 		}
 		
@@ -96,15 +97,15 @@ public class MagicalSoulAttack extends L2Effect
 			}
 			
 			// Shield Deflect Magic: Reflect all damage on caster.
-			if (target.getStat().calcStat(Stats.VENGEANCE_SKILL_MAGIC_DAMAGE, 0, target, getSkill()) > Rnd.get(100))
+			if (target.getStat().calcStat(Stats.VENGEANCE_SKILL_MAGIC_DAMAGE, 0, target, info.getSkill()) > Rnd.get(100))
 			{
-				activeChar.reduceCurrentHp(damage, target, getSkill());
-				activeChar.notifyDamageReceived(damage, target, getSkill(), mcrit);
+				activeChar.reduceCurrentHp(damage, target, info.getSkill());
+				activeChar.notifyDamageReceived(damage, target, info.getSkill(), mcrit);
 			}
 			else
 			{
-				target.reduceCurrentHp(damage, activeChar, getSkill());
-				target.notifyDamageReceived(damage, activeChar, getSkill(), mcrit);
+				target.reduceCurrentHp(damage, activeChar, info.getSkill());
+				target.notifyDamageReceived(damage, activeChar, info.getSkill(), mcrit);
 				activeChar.sendDamageMessage(target, damage, mcrit, false, false);
 			}
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaDamOverTime.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaDamOverTime.java
index f4583833e28ce4bf4266a045021b1c5b038e59d7..172d6afe7a4d02164a5dd4e2a14fac088eef1e61 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaDamOverTime.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaDamOverTime.java
@@ -18,20 +18,21 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
 /**
  * Mana Dam Over Time effect implementation.
  */
-public class ManaDamOverTime extends L2Effect
+public final class ManaDamOverTime extends AbstractEffect
 {
-	public ManaDamOverTime(Env env, EffectTemplate template)
+	public ManaDamOverTime(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -41,21 +42,21 @@ public class ManaDamOverTime extends L2Effect
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		if (getEffected().isDead())
+		if (info.getEffected().isDead())
 		{
 			return false;
 		}
 		
-		final double manaDam = calc() * getEffectTemplate().getTotalTickCount();
-		if ((manaDam > getEffected().getCurrentMp()) && getSkill().isToggle())
+		final double manaDam = getValue() * getTicks();
+		if ((manaDam > info.getEffected().getCurrentMp()) && info.getSkill().isToggle())
 		{
-			getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP);
+			info.getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP);
 			return false;
 		}
 		
-		getEffected().reduceCurrentMp(manaDam);
-		return getSkill().isToggle();
+		info.getEffected().reduceCurrentMp(manaDam);
+		return info.getSkill().isToggle();
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHeal.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHeal.java
index ecc3d7e2ade5ca3f3b0f2c0b0277cf8bee60dca4..730415cf5e19dede5173258d3ba3732b1160a99a 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHeal.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHeal.java
@@ -18,11 +18,12 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Stats;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
@@ -31,11 +32,11 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Mana Heal effect implementation.
  * @author UnAfraid
  */
-public class ManaHeal extends L2Effect
+public final class ManaHeal extends AbstractEffect
 {
-	public ManaHeal(Env env, EffectTemplate template)
+	public ManaHeal(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -51,17 +52,17 @@ public class ManaHeal extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
+		L2Character target = info.getEffected();
 		if ((target == null) || target.isDead() || target.isDoor())
 		{
 			return false;
 		}
 		
-		double amount = calc();
+		double amount = getValue();
 		
-		if (!getSkill().isStatic())
+		if (!info.getSkill().isStatic())
 		{
 			amount = target.calcStat(Stats.MANA_CHARGE, amount, null, null);
 		}
@@ -73,10 +74,10 @@ public class ManaHeal extends L2Effect
 			target.setCurrentMp(amount + target.getCurrentMp());
 		}
 		SystemMessage sm;
-		if (getEffector().getObjectId() != target.getObjectId())
+		if (info.getEffector().getObjectId() != target.getObjectId())
 		{
 			sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_RESTORED_BY_C1);
-			sm.addCharName(getEffector());
+			sm.addCharName(info.getEffector());
 		}
 		else
 		{
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHealByLevel.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHealByLevel.java
index b5ebd56c61c58ddade55b610996ec972ef0843d7..9d96a43df9db63a343be531bf6576d9d408f7a24 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHealByLevel.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHealByLevel.java
@@ -18,11 +18,12 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Stats;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
@@ -31,11 +32,11 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Mana Heal By Level effect implementation.
  * @author UnAfraid
  */
-public class ManaHealByLevel extends L2Effect
+public final class ManaHealByLevel extends AbstractEffect
 {
-	public ManaHealByLevel(Env env, EffectTemplate template)
+	public ManaHealByLevel(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -51,22 +52,22 @@ public class ManaHealByLevel extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
+		L2Character target = info.getEffected();
 		if ((target == null) || target.isDead() || target.isDoor() || target.isInvul())
 		{
 			return false;
 		}
 		
-		double amount = calc();
+		double amount = getValue();
 		
 		// recharged mp influenced by difference between target level and skill level
 		// if target is within 5 levels or lower then skill level there's no penalty.
 		amount = target.calcStat(Stats.MANA_CHARGE, amount, null, null);
-		if (target.getLevel() > getSkill().getMagicLevel())
+		if (target.getLevel() > info.getSkill().getMagicLevel())
 		{
-			int lvlDiff = target.getLevel() - getSkill().getMagicLevel();
+			int lvlDiff = target.getLevel() - info.getSkill().getMagicLevel();
 			// if target is too high compared to skill level, the amount of recharged mp gradually decreases.
 			if (lvlDiff == 6)
 			{
@@ -117,10 +118,10 @@ public class ManaHealByLevel extends L2Effect
 			target.setCurrentMp(amount + target.getCurrentMp());
 		}
 		SystemMessage sm;
-		if (getEffector().getObjectId() != target.getObjectId())
+		if (info.getEffector().getObjectId() != target.getObjectId())
 		{
 			sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_RESTORED_BY_C1);
-			sm.addCharName(getEffector());
+			sm.addCharName(info.getEffector());
 		}
 		else
 		{
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHealOverTime.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHealOverTime.java
index 944efe41c29130157804d4498c8d5e4212b88b6f..a9ceff3f6090deaa4bac780f4fb5858f799c9688 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHealOverTime.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHealOverTime.java
@@ -18,30 +18,20 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Mana Heal Over Time effect implementation.
  */
-public class ManaHealOverTime extends L2Effect
+public final class ManaHealOverTime extends AbstractEffect
 {
-	public ManaHealOverTime(Env env, EffectTemplate template)
+	public ManaHealOverTime(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	public ManaHealOverTime(Env env, L2Effect effect)
-	{
-		super(env, effect);
-	}
-	
-	@Override
-	public boolean canBeStolen()
-	{
-		return true;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -51,15 +41,15 @@ public class ManaHealOverTime extends L2Effect
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		if (getEffected().isDead())
+		if (info.getEffected().isDead())
 		{
 			return false;
 		}
 		
-		double mp = getEffected().getCurrentMp();
-		double maxmp = getEffected().getMaxRecoverableMp();
+		double mp = info.getEffected().getCurrentMp();
+		double maxmp = info.getEffected().getMaxRecoverableMp();
 		
 		// Not needed to set the MP and send update packet if player is already at max MP
 		if (mp >= maxmp)
@@ -67,9 +57,9 @@ public class ManaHealOverTime extends L2Effect
 			return true;
 		}
 		
-		mp += calc() * getEffectTemplate().getTotalTickCount();
+		mp += getValue() * getTicks();
 		mp = Math.min(mp, maxmp);
-		getEffected().setCurrentMp(mp);
-		return getSkill().isToggle();
+		info.getEffected().setCurrentMp(mp);
+		return info.getSkill().isToggle();
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHealPercent.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHealPercent.java
index 9095108de5b06adeabd28fba98828301c6dabb81..1b9af84f2722376f7652bcb8934851ab218a0001 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHealPercent.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ManaHealPercent.java
@@ -18,11 +18,12 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
 
@@ -30,11 +31,11 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Mana Heal Percent effect implementation.
  * @author UnAfraid
  */
-public class ManaHealPercent extends L2Effect
+public final class ManaHealPercent extends AbstractEffect
 {
-	public ManaHealPercent(Env env, EffectTemplate template)
+	public ManaHealPercent(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -50,16 +51,16 @@ public class ManaHealPercent extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
+		L2Character target = info.getEffected();
 		if ((target == null) || target.isDead() || target.isDoor())
 		{
 			return false;
 		}
 		
 		double amount = 0;
-		double power = calc();
+		double power = getValue();
 		boolean full = (power == 100.0);
 		
 		amount = full ? target.getMaxMp() : (target.getMaxMp() * power) / 100.0;
@@ -70,10 +71,10 @@ public class ManaHealPercent extends L2Effect
 			target.setCurrentMp(amount + target.getCurrentMp());
 		}
 		SystemMessage sm;
-		if (getEffector().getObjectId() != target.getObjectId())
+		if (info.getEffector().getObjectId() != target.getObjectId())
 		{
 			sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_RESTORED_BY_C1);
-			sm.addCharName(getEffector());
+			sm.addCharName(info.getEffector());
 		}
 		else
 		{
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MpByLevel.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MpByLevel.java
index 6e3dfca1cc36bca10e5d2e22b085ebd5fcf5018d..904fe8db70d4639f14afab8f21320848efdbf3f7 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MpByLevel.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MpByLevel.java
@@ -18,10 +18,11 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
 
@@ -29,11 +30,11 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Mp By Level effect implementation.
  * @author Zoey76
  */
-public class MpByLevel extends L2Effect
+public final class MpByLevel extends AbstractEffect
 {
-	public MpByLevel(Env env, EffectTemplate template)
+	public MpByLevel(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -49,21 +50,21 @@ public class MpByLevel extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffector() == null) || (getEffected() == null))
+		if ((info.getEffector() == null) || (info.getEffected() == null))
 		{
 			return false;
 		}
 		// Calculation
-		final int abs = (int) calc();
-		final double absorb = ((getEffected().getCurrentMp() + abs) > getEffected().getMaxMp() ? getEffected().getMaxMp() : (getEffected().getCurrentMp() + abs));
-		final int restored = (int) (absorb - getEffected().getCurrentMp());
-		getEffected().setCurrentMp(absorb);
+		final int abs = (int) getValue();
+		final double absorb = ((info.getEffected().getCurrentMp() + abs) > info.getEffected().getMaxMp() ? info.getEffected().getMaxMp() : (info.getEffected().getCurrentMp() + abs));
+		final int restored = (int) (absorb - info.getEffected().getCurrentMp());
+		info.getEffected().setCurrentMp(absorb);
 		// System message
 		final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_MP_RESTORED);
 		sm.addNumber(restored);
-		getEffected().sendPacket(sm);
+		info.getEffected().sendPacket(sm);
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MpConsumePerLevel.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MpConsumePerLevel.java
index 50a8760cbf99fb1b9fb73b6bcfe88f6b14ec97a1..419e56f88aba9856225d1cde25211a78b16d3552 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MpConsumePerLevel.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/MpConsumePerLevel.java
@@ -18,45 +18,39 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
 /**
  * Mp Consume Per Level effect implementation.
  */
-public class MpConsumePerLevel extends L2Effect
+public final class MpConsumePerLevel extends AbstractEffect
 {
-	public MpConsumePerLevel(Env env, EffectTemplate template)
+	public MpConsumePerLevel(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public boolean onActionTime(BuffInfo info)
 	{
-		return L2EffectType.NONE;
-	}
-	
-	@Override
-	public boolean onActionTime()
-	{
-		if (getEffected().isDead())
+		if (info.getEffected().isDead())
 		{
 			return false;
 		}
 		
-		final double base = calc() * getEffectTemplate().getTotalTickCount();
-		final double consume = (getAbnormalTime() > 0) ? ((getEffected().getLevel() - 1) / 7.5) * base * getAbnormalTime() : base;
-		if (consume > getEffected().getCurrentMp())
+		final double base = getValue() * getTicks();
+		final double consume = (info.getAbnormalTime() > 0) ? ((info.getEffected().getLevel() - 1) / 7.5) * base * info.getAbnormalTime() : base;
+		if (consume > info.getEffected().getCurrentMp())
 		{
-			getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP);
+			info.getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP);
 			return false;
 		}
 		
-		getEffected().reduceCurrentMp(consume);
-		return getSkill().isToggle();
+		info.getEffected().reduceCurrentMp(consume);
+		return info.getSkill().isToggle();
 	}
 }
\ No newline at end of file
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Mute.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Mute.java
index 0c62bd2dfe0c1182f44c21857795febf1748bfeb..7984b8e946b75f7a5f07a841f5c4846deab7b320 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Mute.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Mute.java
@@ -19,20 +19,21 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlEvent;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Mute effect implementation.
  */
-public class Mute extends L2Effect
+public final class Mute extends AbstractEffect
 {
-	public Mute(Env env, EffectTemplate template)
+	public Mute(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,10 +49,10 @@ public class Mute extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().abortCast();
-		getEffected().getAI().notifyEvent(CtrlEvent.EVT_MUTED);
-		return super.onStart();
+		info.getEffected().abortCast();
+		info.getEffected().getAI().notifyEvent(CtrlEvent.EVT_MUTED);
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/NoblesseBless.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/NoblesseBless.java
index 14f6e8a34c45c908090481076531dcf5a60892e5..f1f21495ec96fe1f2260b8149a97f7c0387f24f4 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/NoblesseBless.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/NoblesseBless.java
@@ -18,32 +18,22 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Noblesse Blessing effect implementation.
  * @author earendil
  */
-public class NoblesseBless extends L2Effect
+public final class NoblesseBless extends AbstractEffect
 {
-	public NoblesseBless(Env env, EffectTemplate template)
+	public NoblesseBless(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	public NoblesseBless(Env env, L2Effect effect)
-	{
-		super(env, effect);
-	}
-	
-	@Override
-	public boolean canBeStolen()
-	{
-		return true;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -59,8 +49,8 @@ public class NoblesseBless extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		return (getEffector() != null) && (getEffected() != null) && getEffected().isPlayable();
+		return (info.getEffector() != null) && (info.getEffected() != null) && info.getEffected().isPlayable();
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/OpenCommonRecipeBook.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/OpenCommonRecipeBook.java
index d73b9c68fe4777f359e61d58905e8a8da086ff1a..0e7e8756baf23c30b28a730a7341c919e1472a4d 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/OpenCommonRecipeBook.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/OpenCommonRecipeBook.java
@@ -19,28 +19,22 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.RecipeController;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
 /**
  * Open Common Recipe Book effect implementation.
  * @author Adry_85
  */
-public class OpenCommonRecipeBook extends L2Effect
+public final class OpenCommonRecipeBook extends AbstractEffect
 {
-	public OpenCommonRecipeBook(Env env, EffectTemplate template)
+	public OpenCommonRecipeBook(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -50,14 +44,14 @@ public class OpenCommonRecipeBook extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (!getEffector().isPlayer())
+		if (!info.getEffector().isPlayer())
 		{
 			return false;
 		}
 		
-		L2PcInstance player = getEffector().getActingPlayer();
+		L2PcInstance player = info.getEffector().getActingPlayer();
 		if (player.getPrivateStoreType() != L2PcInstance.STORE_PRIVATE_NONE)
 		{
 			player.sendPacket(SystemMessageId.CANNOT_CREATED_WHILE_ENGAGED_IN_TRADING);
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/OpenDwarfRecipeBook.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/OpenDwarfRecipeBook.java
index bde51eb61cfa6d1b0469175917cddd120cf08665..130622239bc443dfc6ab704dc48385bd64776292 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/OpenDwarfRecipeBook.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/OpenDwarfRecipeBook.java
@@ -19,28 +19,22 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.RecipeController;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
 /**
  * Open Dwarf Recipe Book effect implementation.
  * @author Adry_85
  */
-public class OpenDwarfRecipeBook extends L2Effect
+public final class OpenDwarfRecipeBook extends AbstractEffect
 {
-	public OpenDwarfRecipeBook(Env env, EffectTemplate template)
+	public OpenDwarfRecipeBook(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -50,14 +44,14 @@ public class OpenDwarfRecipeBook extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (!getEffector().isPlayer())
+		if (!info.getEffector().isPlayer())
 		{
 			return false;
 		}
 		
-		L2PcInstance player = getEffector().getActingPlayer();
+		L2PcInstance player = info.getEffector().getActingPlayer();
 		if (player.getPrivateStoreType() != L2PcInstance.STORE_PRIVATE_NONE)
 		{
 			player.sendPacket(SystemMessageId.CANNOT_CREATED_WHILE_ENGAGED_IN_TRADING);
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Paralyze.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Paralyze.java
index dea392eb336c3125bbd58f4769b3851e8925de7f..a5d2efc5474b259de2ebe3e4694b7e01c4f5cfea 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Paralyze.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Paralyze.java
@@ -20,32 +20,22 @@ package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlEvent;
 import com.l2jserver.gameserver.ai.CtrlIntention;
-import com.l2jserver.gameserver.model.effects.AbnormalEffect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.AbnormalVisualEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Paralyze effect implementation.
  */
-public class Paralyze extends L2Effect
+public final class Paralyze extends AbstractEffect
 {
-	public Paralyze(Env env, EffectTemplate template)
+	public Paralyze(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	public Paralyze(Env env, L2Effect effect)
-	{
-		super(env, effect);
-	}
-	
-	@Override
-	public boolean canBeStolen()
-	{
-		return true;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -61,21 +51,21 @@ public class Paralyze extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		getEffected().stopAbnormalEffect(AbnormalEffect.HOLD_1);
-		if (!getEffected().isPlayer())
+		info.getEffected().stopAbnormalEffect(AbnormalVisualEffect.HOLD_1);
+		if (!info.getEffected().isPlayer())
 		{
-			getEffected().getAI().notifyEvent(CtrlEvent.EVT_THINK);
+			info.getEffected().getAI().notifyEvent(CtrlEvent.EVT_THINK);
 		}
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().startAbnormalEffect(AbnormalEffect.HOLD_1);
-		getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE, getEffector());
-		getEffected().startParalyze();
-		return super.onStart();
+		info.getEffected().startAbnormalEffect(AbnormalVisualEffect.HOLD_1);
+		info.getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE, info.getEffector());
+		info.getEffected().startParalyze();
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Passive.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Passive.java
index 2c224ff7db5a53d06af9ae9f2bcb66bc79c6ca87..3b538d8b74db01123f8b6e45a1e257d12f3bb0f8 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Passive.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Passive.java
@@ -18,50 +18,43 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Attackable;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Passive effect implementation.
  * @author Adry_85
  */
-public class Passive extends L2Effect
+public final class Passive extends AbstractEffect
 {
-	public Passive(Env env, EffectTemplate template)
+	public Passive(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public void onExit(BuffInfo info)
 	{
-		return L2EffectType.NONE;
+		info.getEffected().enableAllSkills();
+		info.getEffected().setIsImmobilized(false);
 	}
 	
 	@Override
-	public void onExit()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().enableAllSkills();
-		getEffected().setIsImmobilized(false);
-		super.onExit();
-	}
-	
-	@Override
-	public boolean onStart()
-	{
-		if (!getEffected().isL2Attackable())
+		if (!info.getEffected().isL2Attackable())
 		{
 			return false;
 		}
 		
-		L2Attackable target = (L2Attackable) getEffected();
+		L2Attackable target = (L2Attackable) info.getEffected();
 		target.abortAttack();
 		target.abortCast();
 		target.disableAllSkills();
 		target.setIsImmobilized(true);
-		return super.onStart();
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Petrification.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Petrification.java
index cc6f1c1f9ddde53a214bf375a9525125cb1f5dd3..06c9c92c0d6a0eb6ec8854b1873d1c50166529c3 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Petrification.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Petrification.java
@@ -19,21 +19,22 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlEvent;
-import com.l2jserver.gameserver.model.effects.AbnormalEffect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.AbnormalVisualEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Petrification effect implementation.
  */
-public class Petrification extends L2Effect
+public final class Petrification extends AbstractEffect
 {
-	public Petrification(Env env, EffectTemplate template)
+	public Petrification(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -49,20 +50,20 @@ public class Petrification extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		getEffected().stopAbnormalEffect(AbnormalEffect.HOLD_2);
-		if (!getEffected().isPlayer())
+		info.getEffected().stopAbnormalEffect(AbnormalVisualEffect.HOLD_2);
+		if (!info.getEffected().isPlayer())
 		{
-			getEffected().getAI().notifyEvent(CtrlEvent.EVT_THINK);
+			info.getEffected().getAI().notifyEvent(CtrlEvent.EVT_THINK);
 		}
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().startAbnormalEffect(AbnormalEffect.HOLD_2);
-		getEffected().startParalyze();
-		return super.onStart();
+		info.getEffected().startAbnormalEffect(AbnormalVisualEffect.HOLD_2);
+		info.getEffected().startParalyze();
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhoenixBless.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhoenixBless.java
index f93edd1d15425cc5007afcdb254223935acbd432..acf022d970d141548dac062b44dfe193692bfd99 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhoenixBless.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhoenixBless.java
@@ -18,21 +18,22 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Phoenix Blessing effect implementation.
  * @author Faror
  */
-public class PhoenixBless extends L2Effect
+public final class PhoenixBless extends AbstractEffect
 {
-	public PhoenixBless(Env env, EffectTemplate template)
+	public PhoenixBless(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,8 +49,8 @@ public class PhoenixBless extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		return (getEffector() != null) && (getEffected() != null) && getEffected().isPlayer();
+		return (info.getEffector() != null) && (info.getEffected() != null) && info.getEffected().isPlayer();
 	}
 }
\ No newline at end of file
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttack.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttack.java
index 495ea7799df52226264784c27d9d813a3717b215..33a1469f9cb2af90f1b9c89cb9bd3cdd36d30afd 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttack.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttack.java
@@ -19,12 +19,13 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.enums.ShotType;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.BaseStats;
-import com.l2jserver.gameserver.model.stats.Env;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
@@ -33,17 +34,17 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Physical Attack effect implementation.
  * @author Adry_85
  */
-public class PhysicalAttack extends L2Effect
+public final class PhysicalAttack extends AbstractEffect
 {
-	public PhysicalAttack(Env env, EffectTemplate template)
+	public PhysicalAttack(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return !Formulas.calcPhysicalSkillEvasion(getEffector(), getEffected(), getSkill());
+		return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -59,20 +60,20 @@ public class PhysicalAttack extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		
 		if (activeChar.isAlikeDead())
 		{
 			return false;
 		}
 		
-		if (((getSkill().getFlyRadius() > 0) || (getSkill().getFlyType() != null)) && activeChar.isMovementDisabled())
+		if (((info.getSkill().getFlyRadius() > 0) || (info.getSkill().getFlyType() != null)) && activeChar.isMovementDisabled())
 		{
 			final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED);
-			sm.addSkillName(getSkill());
+			sm.addSkillName(info.getSkill());
 			activeChar.sendPacket(sm);
 			return false;
 		}
@@ -83,16 +84,16 @@ public class PhysicalAttack extends L2Effect
 		}
 		
 		int damage = 0;
-		boolean ss = getSkill().isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
-		final byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
+		boolean ss = info.getSkill().isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
+		final byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
 		// Physical damage critical rate is only affected by STR.
 		boolean crit = false;
-		if (getSkill().getBaseCritRate() > 0)
+		if (info.getSkill().getBaseCritRate() > 0)
 		{
-			crit = Formulas.calcCrit(getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
+			crit = Formulas.calcCrit(info.getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
 		}
 		
-		damage = (int) Formulas.calcPhysDam(activeChar, target, getSkill(), shld, false, ss);
+		damage = (int) Formulas.calcPhysDam(activeChar, target, info.getSkill(), shld, false, ss);
 		
 		if (crit)
 		{
@@ -102,18 +103,18 @@ public class PhysicalAttack extends L2Effect
 		if (damage > 0)
 		{
 			activeChar.sendDamageMessage(target, damage, false, crit, false);
-			target.reduceCurrentHp(damage, activeChar, getSkill());
-			target.notifyDamageReceived(damage, activeChar, getSkill(), crit);
+			target.reduceCurrentHp(damage, activeChar, info.getSkill());
+			target.notifyDamageReceived(damage, activeChar, info.getSkill(), crit);
 			
 			// Check if damage should be reflected
-			Formulas.calcDamageReflected(activeChar, target, getSkill(), crit);
+			Formulas.calcDamageReflected(activeChar, target, info.getSkill(), crit);
 		}
 		else
 		{
 			activeChar.sendPacket(SystemMessageId.ATTACK_FAILED);
 		}
 		
-		if (getSkill().isSuicideAttack())
+		if (info.getSkill().isSuicideAttack())
 		{
 			activeChar.doDie(activeChar);
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttackHpLink.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttackHpLink.java
index 0acbc02236eaf872f181410fcd1e6a84f09ab248..251b302dc0664ca1b77ae8075a4efea13eddc10d 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttackHpLink.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttackHpLink.java
@@ -19,12 +19,13 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.enums.ShotType;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.BaseStats;
-import com.l2jserver.gameserver.model.stats.Env;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
@@ -33,17 +34,17 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Physical Attack HP Link effect implementation.
  * @author Adry_85
  */
-public class PhysicalAttackHpLink extends L2Effect
+public final class PhysicalAttackHpLink extends AbstractEffect
 {
-	public PhysicalAttackHpLink(Env env, EffectTemplate template)
+	public PhysicalAttackHpLink(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return !Formulas.calcPhysicalSkillEvasion(getEffector(), getEffected(), getSkill());
+		return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -59,10 +60,10 @@ public class PhysicalAttackHpLink extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		
 		if (activeChar.isAlikeDead())
 		{
@@ -72,31 +73,31 @@ public class PhysicalAttackHpLink extends L2Effect
 		if (activeChar.isMovementDisabled())
 		{
 			SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED);
-			sm.addSkillName(getSkill());
+			sm.addSkillName(info.getSkill());
 			activeChar.sendPacket(sm);
 			return false;
 		}
 		
-		final byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
+		final byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
 		// Physical damage critical rate is only affected by STR.
 		boolean crit = false;
-		if (getSkill().getBaseCritRate() > 0)
+		if (info.getSkill().getBaseCritRate() > 0)
 		{
-			crit = Formulas.calcCrit(getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
+			crit = Formulas.calcCrit(info.getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
 		}
 		
 		int damage = 0;
-		boolean ss = getSkill().isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
-		damage = (int) Formulas.calcPhysDam(activeChar, target, getSkill(), shld, false, ss);
+		boolean ss = info.getSkill().isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
+		damage = (int) Formulas.calcPhysDam(activeChar, target, info.getSkill(), shld, false, ss);
 		
 		if (damage > 0)
 		{
 			activeChar.sendDamageMessage(target, damage, false, crit, false);
-			target.reduceCurrentHp(damage, activeChar, getSkill());
-			target.notifyDamageReceived(damage, activeChar, getSkill(), crit);
+			target.reduceCurrentHp(damage, activeChar, info.getSkill());
+			target.notifyDamageReceived(damage, activeChar, info.getSkill(), crit);
 			
 			// Check if damage should be reflected.
-			Formulas.calcDamageReflected(activeChar, target, getSkill(), crit);
+			Formulas.calcDamageReflected(activeChar, target, info.getSkill(), crit);
 		}
 		else
 		{
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttackMute.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttackMute.java
index ece25ff95dcf72a8f50a16dc2cde93bade6ee4bd..f3f5bf9b12c15e6b5895c81fdeb440c9bd945f37 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttackMute.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttackMute.java
@@ -18,21 +18,22 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Physical Attack Mute effect implementation.
  * @author -Rnn-
  */
-public class PhysicalAttackMute extends L2Effect
+public final class PhysicalAttackMute extends AbstractEffect
 {
-	public PhysicalAttackMute(Env env, EffectTemplate template)
+	public PhysicalAttackMute(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,9 +49,9 @@ public class PhysicalAttackMute extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().startPhysicalAttackMuted();
+		info.getEffected().startPhysicalAttackMuted();
 		return true;
 	}
 }
\ No newline at end of file
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalMute.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalMute.java
index 0530de82d5bcaf397cd531c687cf3cd7659825ad..219c1ed68a0ea1168e6cdf4b882187f5cc31dea8 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalMute.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalMute.java
@@ -19,21 +19,22 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlEvent;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Physical Mute effect implementation.
  * @author -Nemesiss-
  */
-public class PhysicalMute extends L2Effect
+public final class PhysicalMute extends AbstractEffect
 {
-	public PhysicalMute(Env env, EffectTemplate template)
+	public PhysicalMute(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -49,9 +50,9 @@ public class PhysicalMute extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().getAI().notifyEvent(CtrlEvent.EVT_MUTED);
+		info.getEffected().getAI().notifyEvent(CtrlEvent.EVT_MUTED);
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalSoulAttack.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalSoulAttack.java
index 195a44ebaec6a4c95fed90c74146c3207b551b7f..2907ff207054b7038e6165d620bae05f934f6e91 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalSoulAttack.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/PhysicalSoulAttack.java
@@ -19,12 +19,13 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.enums.ShotType;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.BaseStats;
-import com.l2jserver.gameserver.model.stats.Env;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
@@ -33,17 +34,17 @@ import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  * Physical Soul Attack effect implementation.
  * @author Adry_85
  */
-public class PhysicalSoulAttack extends L2Effect
+public final class PhysicalSoulAttack extends AbstractEffect
 {
-	public PhysicalSoulAttack(Env env, EffectTemplate template)
+	public PhysicalSoulAttack(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return !Formulas.calcPhysicalSkillEvasion(getEffector(), getEffected(), getSkill());
+		return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -59,20 +60,20 @@ public class PhysicalSoulAttack extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		
 		if (activeChar.isAlikeDead())
 		{
 			return false;
 		}
 		
-		if (((getSkill().getFlyRadius() > 0) || (getSkill().getFlyType() != null)) && activeChar.isMovementDisabled())
+		if (((info.getSkill().getFlyRadius() > 0) || (info.getSkill().getFlyType() != null)) && activeChar.isMovementDisabled())
 		{
 			final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED);
-			sm.addSkillName(getSkill());
+			sm.addSkillName(info.getSkill());
 			activeChar.sendPacket(sm);
 			return false;
 		}
@@ -83,21 +84,21 @@ public class PhysicalSoulAttack extends L2Effect
 		}
 		
 		int damage = 0;
-		boolean ss = getSkill().isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
-		final byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
+		boolean ss = info.getSkill().isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
+		final byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
 		// Physical damage critical rate is only affected by STR.
 		boolean crit = false;
-		if (getSkill().getBaseCritRate() > 0)
+		if (info.getSkill().getBaseCritRate() > 0)
 		{
-			crit = Formulas.calcCrit(getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
+			crit = Formulas.calcCrit(info.getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
 		}
 		
-		damage = (int) Formulas.calcPhysDam(activeChar, target, getSkill(), shld, false, ss);
+		damage = (int) Formulas.calcPhysDam(activeChar, target, info.getSkill(), shld, false, ss);
 		
-		if ((getSkill().getMaxSoulConsumeCount() > 0) && activeChar.isPlayer())
+		if ((info.getSkill().getMaxSoulConsumeCount() > 0) && activeChar.isPlayer())
 		{
 			// Souls Formula (each soul increase +4%)
-			int chargedSouls = (activeChar.getActingPlayer().getChargedSouls() <= getSkill().getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : getSkill().getMaxSoulConsumeCount();
+			int chargedSouls = (activeChar.getActingPlayer().getChargedSouls() <= info.getSkill().getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : info.getSkill().getMaxSoulConsumeCount();
 			damage *= 1 + (chargedSouls * 0.04);
 		}
 		if (crit)
@@ -108,18 +109,18 @@ public class PhysicalSoulAttack extends L2Effect
 		if (damage > 0)
 		{
 			activeChar.sendDamageMessage(target, damage, false, crit, false);
-			target.reduceCurrentHp(damage, activeChar, getSkill());
-			target.notifyDamageReceived(damage, activeChar, getSkill(), crit);
+			target.reduceCurrentHp(damage, activeChar, info.getSkill());
+			target.notifyDamageReceived(damage, activeChar, info.getSkill(), crit);
 			
 			// Check if damage should be reflected
-			Formulas.calcDamageReflected(activeChar, target, getSkill(), crit);
+			Formulas.calcDamageReflected(activeChar, target, info.getSkill(), crit);
 		}
 		else
 		{
 			activeChar.sendPacket(SystemMessageId.ATTACK_FAILED);
 		}
 		
-		if (getSkill().isSuicideAttack())
+		if (info.getSkill().isSuicideAttack())
 		{
 			activeChar.doDie(activeChar);
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ProtectionBlessing.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ProtectionBlessing.java
index 9aa844b3152f3467ab192c4f55be540c1022d8ef..c96b0290e32e45ea97442d2b7a12fff8e2e7f605 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ProtectionBlessing.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ProtectionBlessing.java
@@ -18,21 +18,22 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Protection Blessing effect implementation.
  * @author kerberos_20
  */
-public class ProtectionBlessing extends L2Effect
+public final class ProtectionBlessing extends AbstractEffect
 {
-	public ProtectionBlessing(Env env, EffectTemplate template)
+	public ProtectionBlessing(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,8 +49,8 @@ public class ProtectionBlessing extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		return (getEffector() != null) && (getEffected() != null) && getEffected().isPlayer();
+		return (info.getEffector() != null) && (info.getEffected() != null) && info.getEffected().isPlayer();
 	}
 }
\ No newline at end of file
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RandomizeHate.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RandomizeHate.java
index 6f37f47c87cf12a7d7ce3c8ee5d44f5c315fb9e7..1b12683df4da53b28756f03aa19c7faf5ce4d196 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RandomizeHate.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RandomizeHate.java
@@ -21,38 +21,32 @@ package handlers.effecthandlers;
 import java.util.ArrayList;
 import java.util.List;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Attackable;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.util.Rnd;
 
 /**
  * Randomize Hate effect implementation.
  */
-public class RandomizeHate extends L2Effect
+public final class RandomizeHate extends AbstractEffect
 {
 	private final int _chance;
 	
-	public RandomizeHate(Env env, EffectTemplate template)
+	public RandomizeHate(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_chance = template.hasParameters() ? template.getParameters().getInt("chance", 100) : 100;
+		super(attachCond, applyCond, set, params);
+		_chance = hasParameters() ? getParameters().getInt("chance", 100) : 100;
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return Formulas.calcProbability(_chance, getEffector(), getEffected(), getSkill());
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		return Formulas.calcProbability(_chance, info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -62,18 +56,18 @@ public class RandomizeHate extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() == null) || (getEffected() == getEffector()) || !getEffected().isL2Attackable())
+		if ((info.getEffected() == null) || (info.getEffected() == info.getEffector()) || !info.getEffected().isL2Attackable())
 		{
 			return false;
 		}
 		
-		L2Attackable effectedMob = (L2Attackable) getEffected();
+		L2Attackable effectedMob = (L2Attackable) info.getEffected();
 		final List<L2Character> targetList = new ArrayList<>();
-		for (L2Character cha : getEffected().getKnownList().getKnownCharacters())
+		for (L2Character cha : info.getEffected().getKnownList().getKnownCharacters())
 		{
-			if ((cha != null) && (cha != effectedMob) && (cha != getEffector()))
+			if ((cha != null) && (cha != effectedMob) && (cha != info.getEffector()))
 			{
 				// Aggro cannot be transfered to a mob of the same faction.
 				if (cha.isL2Attackable() && (((L2Attackable) cha).getFactionId() != null) && ((L2Attackable) cha).getFactionId().equals(effectedMob.getFactionId()))
@@ -92,8 +86,8 @@ public class RandomizeHate extends L2Effect
 		
 		// Choosing randomly a new target
 		final L2Character target = targetList.get(Rnd.get(targetList.size()));
-		final int hate = effectedMob.getHating(getEffector());
-		effectedMob.stopHating(getEffector());
+		final int hate = effectedMob.getHating(info.getEffector());
+		effectedMob.stopHating(info.getEffector());
 		effectedMob.addDamageHate(target, 0, hate);
 		
 		return true;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RebalanceHP.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RebalanceHP.java
index b310c7f4c41798530a1f5770439fd52e9e95cd52..5ec7cd25c05c2bd4d6e42720056eec8b40c71b8e 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RebalanceHP.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RebalanceHP.java
@@ -19,22 +19,23 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.model.L2Party;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.util.Util;
 
 /**
  * Rebalance HP effect implementation.
  * @author Adry_85, earendil
  */
-public class RebalanceHP extends L2Effect
+public final class RebalanceHP extends AbstractEffect
 {
-	public RebalanceHP(Env env, EffectTemplate template)
+	public RebalanceHP(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -50,19 +51,19 @@ public class RebalanceHP extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (!getEffector().isPlayer() || !getEffector().isInParty())
+		if (!info.getEffector().isPlayer() || !info.getEffector().isInParty())
 		{
 			return false;
 		}
 		
 		double fullHP = 0;
 		double currentHPs = 0;
-		final L2Party party = getEffector().getParty();
+		final L2Party party = info.getEffector().getParty();
 		for (L2PcInstance member : party.getMembers())
 		{
-			if (member.isDead() || !Util.checkIfInRange(getSkill().getAffectRange(), getEffector(), member, true))
+			if (member.isDead() || !Util.checkIfInRange(info.getSkill().getAffectRange(), info.getEffector(), member, true))
 			{
 				continue;
 			}
@@ -74,7 +75,7 @@ public class RebalanceHP extends L2Effect
 		double percentHP = currentHPs / fullHP;
 		for (L2PcInstance member : party.getMembers())
 		{
-			if (member.isDead() || !Util.checkIfInRange(getSkill().getAffectRange(), getEffector(), member, true))
+			if (member.isDead() || !Util.checkIfInRange(info.getSkill().getAffectRange(), info.getEffector(), member, true))
 			{
 				continue;
 			}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Recovery.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Recovery.java
index 022dcccf5df1e21f4bf9222e3d2c7f7be0beb577..278be80427003650519be5b88f4e54c8c5a6ba80 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Recovery.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Recovery.java
@@ -18,26 +18,20 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Recovery effect implementation.
  * @author Kerberos
  */
-public class Recovery extends L2Effect
+public final class Recovery extends AbstractEffect
 {
-	public Recovery(Env env, EffectTemplate template)
+	public Recovery(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -47,11 +41,11 @@ public class Recovery extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			getEffected().getActingPlayer().reduceDeathPenaltyBuffLevel();
+			info.getEffected().getActingPlayer().reduceDeathPenaltyBuffLevel();
 			return true;
 		}
 		return false;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RefuelAirship.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RefuelAirship.java
index 942191de767cd1efe618879093087b7a5dfea6f6..581b7d35e47a0ce589d804e10cd35ed4afa0b44f 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RefuelAirship.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RefuelAirship.java
@@ -18,21 +18,22 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2AirShipInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Refuel Airship effect implementation.
  * @author Adry_85
  */
-public class RefuelAirship extends L2Effect
+public final class RefuelAirship extends AbstractEffect
 {
-	public RefuelAirship(Env env, EffectTemplate template)
+	public RefuelAirship(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,10 +49,10 @@ public class RefuelAirship extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		final L2AirShipInstance ship = getEffector().getActingPlayer().getAirShip();
-		ship.setFuel(ship.getFuel() + (int) calc());
+		final L2AirShipInstance ship = info.getEffector().getActingPlayer().getAirShip();
+		ship.setFuel(ship.getFuel() + (int) getValue());
 		ship.updateAbnormalEffect();
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Relax.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Relax.java
index 39a67508454b94a777694443923a878c30c387a0..d93fe478815fb9ac9d764ab400e09d4d943260a6 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Relax.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Relax.java
@@ -19,21 +19,22 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlIntention;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
 /**
  * Relax effect implementation.
  */
-public class Relax extends L2Effect
+public final class Relax extends AbstractEffect
 {
-	public Relax(Env env, EffectTemplate template)
+	public Relax(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -49,55 +50,56 @@ public class Relax extends L2Effect
 	}
 	
 	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		if (getEffected().isDead())
+		if (info.getEffected().isDead())
 		{
 			return false;
 		}
 		
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			if (!getEffected().getActingPlayer().isSitting())
+			if (!info.getEffected().getActingPlayer().isSitting())
 			{
 				return false;
 			}
 		}
 		
-		if ((getEffected().getCurrentHp() + 1) > getEffected().getMaxRecoverableHp())
+		if ((info.getEffected().getCurrentHp() + 1) > info.getEffected().getMaxRecoverableHp())
 		{
-			if (getSkill().isToggle())
+			if (info.getSkill().isToggle())
 			{
-				getEffected().sendPacket(SystemMessageId.SKILL_DEACTIVATED_HP_FULL);
+				info.getEffected().sendPacket(SystemMessageId.SKILL_DEACTIVATED_HP_FULL);
 				return false;
 			}
 		}
 		
-		final double manaDam = calc() * getEffectTemplate().getTotalTickCount();
-		if (manaDam > getEffected().getCurrentMp())
+		final double manaDam = getValue() * getTicks();
+		if (manaDam > info.getEffected().getCurrentMp())
 		{
-			if (getSkill().isToggle())
+			if (info.getSkill().isToggle())
 			{
-				getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP);
+				info.getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP);
 				return false;
 			}
 		}
 		
-		getEffected().reduceCurrentMp(manaDam);
-		return true;
+		info.getEffected().reduceCurrentMp(manaDam);
+		
+		return info.getSkill().isToggle();
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			getEffected().getActingPlayer().sitDown(false);
+			info.getEffected().getActingPlayer().sitDown(false);
 		}
 		else
 		{
-			getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_REST);
+			info.getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_REST);
 		}
-		return super.onStart();
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Restoration.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Restoration.java
index 5a6b7b08e8c48e12d057b444e2407e1b4f7232f1..2f37d56529a5dfa4f61d56062ca835e07411ef8c 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Restoration.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Restoration.java
@@ -18,10 +18,10 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.PetItemList;
 
@@ -29,22 +29,16 @@ import com.l2jserver.gameserver.network.serverpackets.PetItemList;
  * Restoration effect implementation.
  * @author Zoey76
  */
-public class Restoration extends L2Effect
+public final class Restoration extends AbstractEffect
 {
 	private final int _itemId;
 	private final int _itemCount;
 	
-	public Restoration(Env env, EffectTemplate template)
+	public Restoration(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_itemId = template.getParameters().getInt("itemId", 0);
-		_itemCount = template.getParameters().getInt("itemCount", 0);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
+		_itemId = getParameters().getInt("itemId", 0);
+		_itemCount = getParameters().getInt("itemCount", 0);
 	}
 	
 	@Override
@@ -54,28 +48,28 @@ public class Restoration extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() == null) || !getEffected().isPlayable())
+		if ((info.getEffected() == null) || !info.getEffected().isPlayable())
 		{
 			return false;
 		}
 		
 		if ((_itemId <= 0) || (_itemCount <= 0))
 		{
-			getEffected().sendPacket(SystemMessageId.NOTHING_INSIDE_THAT);
+			info.getEffected().sendPacket(SystemMessageId.NOTHING_INSIDE_THAT);
 			_log.warning(Restoration.class.getSimpleName() + " effect with wrong item Id/count: " + _itemId + "/" + _itemCount + "!");
 			return false;
 		}
 		
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			getEffected().getActingPlayer().addItem("Skill", _itemId, _itemCount, getEffector(), true);
+			info.getEffected().getActingPlayer().addItem("Skill", _itemId, _itemCount, info.getEffector(), true);
 		}
-		else if (getEffected().isPet())
+		else if (info.getEffected().isPet())
 		{
-			getEffected().getInventory().addItem("Skill", _itemId, _itemCount, getEffected().getActingPlayer(), getEffector());
-			getEffected().getActingPlayer().sendPacket(new PetItemList(getEffected().getInventory().getItems()));
+			info.getEffected().getInventory().addItem("Skill", _itemId, _itemCount, info.getEffected().getActingPlayer(), info.getEffector());
+			info.getEffected().getActingPlayer().sendPacket(new PetItemList(info.getEffected().getInventory().getItems()));
 		}
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RestorationRandom.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RestorationRandom.java
index 9b200d8f765a20a6475c13f14662ddb174cff2f4..475e56ad3bb7057023ac674937f3a96fa6921c68 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RestorationRandom.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/RestorationRandom.java
@@ -24,12 +24,12 @@ import java.util.List;
 import com.l2jserver.Config;
 import com.l2jserver.gameserver.model.L2ExtractableProductItem;
 import com.l2jserver.gameserver.model.L2ExtractableSkill;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.holders.ItemHolder;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.util.Rnd;
 
@@ -39,17 +39,11 @@ import com.l2jserver.util.Rnd;
  * This effect has been unhardcoded in order to work on targets as well.
  * @author Zoey76
  */
-public class RestorationRandom extends L2Effect
+public final class RestorationRandom extends AbstractEffect
 {
-	public RestorationRandom(Env env, EffectTemplate template)
+	public RestorationRandom(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -59,14 +53,14 @@ public class RestorationRandom extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffector() == null) || (getEffected() == null) || !getEffector().isPlayer() || !getEffected().isPlayer())
+		if ((info.getEffector() == null) || (info.getEffected() == null) || !info.getEffector().isPlayer() || !info.getEffected().isPlayer())
 		{
 			return false;
 		}
 		
-		final L2ExtractableSkill exSkill = getSkill().getExtractableSkill();
+		final L2ExtractableSkill exSkill = info.getSkill().getExtractableSkill();
 		if (exSkill == null)
 		{
 			return false;
@@ -74,7 +68,7 @@ public class RestorationRandom extends L2Effect
 		
 		if (exSkill.getProductItems().isEmpty())
 		{
-			_log.warning("Extractable Skill with no data, probably wrong/empty table in Skill Id: " + getSkill().getId());
+			_log.warning("Extractable Skill with no data, probably wrong/empty table in Skill Id: " + info.getSkill().getId());
 			return false;
 		}
 		
@@ -103,7 +97,7 @@ public class RestorationRandom extends L2Effect
 			chanceFrom += chance;
 		}
 		
-		final L2PcInstance player = getEffected().getActingPlayer();
+		final L2PcInstance player = info.getEffected().getActingPlayer();
 		if (creationList.isEmpty())
 		{
 			player.sendPacket(SystemMessageId.NOTHING_INSIDE_THAT);
@@ -116,7 +110,7 @@ public class RestorationRandom extends L2Effect
 			{
 				continue;
 			}
-			player.addItem("Extract", item.getId(), (long) (item.getCount() * Config.RATE_EXTRACTABLE), getEffector(), true);
+			player.addItem("Extract", item.getId(), (long) (item.getCount() * Config.RATE_EXTRACTABLE), info.getEffector(), true);
 		}
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Resurrection.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Resurrection.java
index 0f607be9746dacb81cd214009439276e477ca3fd..77f6352230c1618e4b8faea518a3ab8372626dfc 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Resurrection.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Resurrection.java
@@ -18,11 +18,12 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.taskmanager.DecayTaskManager;
 
@@ -30,14 +31,14 @@ import com.l2jserver.gameserver.taskmanager.DecayTaskManager;
  * Resurrection effect implementation.
  * @author Adry_85
  */
-public class Resurrection extends L2Effect
+public final class Resurrection extends AbstractEffect
 {
 	private final int _power;
 	
-	public Resurrection(Env env, EffectTemplate template)
+	public Resurrection(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_power = template.hasParameters() ? template.getParameters().getInt("power", 0) : 0;
+		super(attachCond, applyCond, set, params);
+		_power = hasParameters() ? getParameters().getInt("power", 0) : 0;
 	}
 	
 	@Override
@@ -53,16 +54,16 @@ public class Resurrection extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		
 		if (activeChar.isPlayer())
 		{
 			if (target.getActingPlayer() != null)
 			{
-				target.getActingPlayer().reviveRequest(activeChar.getActingPlayer(), getSkill(), target.isPet(), _power);
+				target.getActingPlayer().reviveRequest(activeChar.getActingPlayer(), info.getSkill(), target.isPet(), _power);
 			}
 		}
 		else
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Root.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Root.java
index ffdd4338d508e2a0a96d70a4a70b622c0ceaa651..424899c04ffe356420a0a00c53d8ab5310dbaf0f 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Root.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Root.java
@@ -19,21 +19,22 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlEvent;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Root effect implementation.
  * @author mkizub
  */
-public class Root extends L2Effect
+public final class Root extends AbstractEffect
 {
-	public Root(Env env, EffectTemplate template)
+	public Root(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -49,20 +50,19 @@ public class Root extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		if (!getEffected().isPlayer())
+		if (!info.getEffected().isPlayer())
 		{
-			getEffected().getAI().notifyEvent(CtrlEvent.EVT_THINK);
+			info.getEffected().getAI().notifyEvent(CtrlEvent.EVT_THINK);
 		}
-		super.onExit();
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().stopMove(null);
-		getEffected().getAI().notifyEvent(CtrlEvent.EVT_ROOTED);
-		return super.onStart();
+		info.getEffected().stopMove(null);
+		info.getEffected().getAI().notifyEvent(CtrlEvent.EVT_ROOTED);
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ServitorShare.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ServitorShare.java
index 1361afa4446e5ce192e1da64f85c93e3372dc78b..0480cfa11c490324a32081b947da7cb691d541ae 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ServitorShare.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ServitorShare.java
@@ -19,12 +19,13 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ThreadPoolManager;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Servitor Share effect implementation.<br>
@@ -32,7 +33,7 @@ import com.l2jserver.gameserver.model.stats.Env;
  * partner's effect is called while this effect is still exiting issuing an exit call for the effect, causing a stack over flow.
  * @author UnAfraid, Zoey76
  */
-public class ServitorShare extends L2Effect
+public final class ServitorShare extends AbstractEffect
 {
 	private static final class ScheduledEffectExitTask implements Runnable
 	{
@@ -52,15 +53,9 @@ public class ServitorShare extends L2Effect
 		}
 	}
 	
-	public ServitorShare(Env env, EffectTemplate template)
+	public ServitorShare(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public boolean canBeStolen()
-	{
-		return false;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -76,13 +71,12 @@ public class ServitorShare extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		final L2Character effected = getEffected().isPlayer() ? getEffected().getSummon() : getEffected().getActingPlayer();
+		final L2Character effected = info.getEffected().isPlayer() ? info.getEffected().getSummon() : info.getEffected().getActingPlayer();
 		if (effected != null)
 		{
-			ThreadPoolManager.getInstance().scheduleEffect(new ScheduledEffectExitTask(effected, getSkill().getId()), 100);
+			ThreadPoolManager.getInstance().scheduleEffect(new ScheduledEffectExitTask(effected, info.getSkill().getId()), 100);
 		}
-		super.onExit();
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SetSkill.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SetSkill.java
index 858818f45da94f7ef5a45627acac491335da8cde..88ffc148e5e5eeaa24916cb620d1d652358f6d46 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SetSkill.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SetSkill.java
@@ -19,32 +19,26 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.datatables.SkillTable;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.skills.L2Skill;
-import com.l2jserver.gameserver.model.stats.Env;
 
 /**
  * Set Skill effect implementation.
  * @author Zoey76
  */
-public class SetSkill extends L2Effect
+public final class SetSkill extends AbstractEffect
 {
 	private final int _skillId;
 	private final int _skillLvl;
 	
-	public SetSkill(Env env, EffectTemplate template)
+	public SetSkill(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_skillId = template.getParameters().getInt("skillId", 0);
-		_skillLvl = template.getParameters().getInt("skillLvl", 1);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
+		_skillId = getParameters().getInt("skillId", 0);
+		_skillLvl = getParameters().getInt("skillLvl", 1);
 	}
 	
 	@Override
@@ -54,9 +48,9 @@ public class SetSkill extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() == null) || !getEffected().isPlayer())
+		if ((info.getEffected() == null) || !info.getEffected().isPlayer())
 		{
 			return false;
 		}
@@ -66,7 +60,7 @@ public class SetSkill extends L2Effect
 		{
 			return false;
 		}
-		getEffected().getActingPlayer().addSkill(skill, true);
+		info.getEffected().getActingPlayer().addSkill(skill, true);
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SilentMove.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SilentMove.java
index 0f83759c71549307028406f3654ccb2256c1cdf7..a25200c23bb93aba6c252cb7bb7c46405079ec4e 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SilentMove.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SilentMove.java
@@ -18,32 +18,21 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
 /**
  * Silent Move effect implementation.
  */
-public class SilentMove extends L2Effect
+public final class SilentMove extends AbstractEffect
 {
-	public SilentMove(Env env, EffectTemplate template)
+	public SilentMove(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	public SilentMove(Env env, L2Effect effect)
-	{
-		super(env, effect);
-	}
-	
-	@Override
-	public boolean canBeStolen()
-	{
-		return !getSkill().isToggle();
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -53,27 +42,21 @@ public class SilentMove extends L2Effect
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
-	}
-	
-	@Override
-	public boolean onActionTime()
+	public boolean onActionTime(BuffInfo info)
 	{
-		if (getEffected().isDead())
+		if (info.getEffected().isDead())
 		{
 			return false;
 		}
 		
-		final double manaDam = calc() * getEffectTemplate().getTotalTickCount();
-		if (manaDam > getEffected().getCurrentMp())
+		final double manaDam = getValue() * getTicks();
+		if (manaDam > info.getEffected().getCurrentMp())
 		{
-			getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP);
+			info.getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP);
 			return false;
 		}
 		
-		getEffected().reduceCurrentMp(manaDam);
-		return getSkill().isToggle();
+		info.getEffected().reduceCurrentMp(manaDam);
+		return info.getSkill().isToggle();
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SkillTurning.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SkillTurning.java
index 81f2c3fb4de6dc43117eb4ce2164c2b2bda5daf5..a67b01c3c3e5b090b5efa66b5cde2bc3f36385d1 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SkillTurning.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SkillTurning.java
@@ -18,35 +18,29 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 
 /**
  * Skill Turning effect implementation.
  */
-public class SkillTurning extends L2Effect
+public final class SkillTurning extends AbstractEffect
 {
 	private final int _chance;
 	
-	public SkillTurning(Env env, EffectTemplate template)
+	public SkillTurning(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_chance = template.hasParameters() ? template.getParameters().getInt("chance", 100) : 100;
+		super(attachCond, applyCond, set, params);
+		_chance = hasParameters() ? getParameters().getInt("chance", 100) : 100;
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return Formulas.calcProbability(_chance, getEffector(), getEffected(), getSkill());
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		return Formulas.calcProbability(_chance, info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -56,14 +50,14 @@ public class SkillTurning extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() == null) || (getEffected() == getEffector()) || getEffected().isRaid())
+		if ((info.getEffected() == null) || (info.getEffected() == info.getEffector()) || info.getEffected().isRaid())
 		{
 			return false;
 		}
 		
-		getEffected().breakCast();
+		info.getEffected().breakCast();
 		return true;
 	}
 }
\ No newline at end of file
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Sleep.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Sleep.java
index 8ad9283753fe8829ac387b01534961f44764dd0b..bcfe493b3cbb61b4b7857cc68e18d8547993183d 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Sleep.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Sleep.java
@@ -19,21 +19,22 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlEvent;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Sleep effect implementation.
  * @author mkizub
  */
-public class Sleep extends L2Effect
+public final class Sleep extends AbstractEffect
 {
-	public Sleep(Env env, EffectTemplate template)
+	public Sleep(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -49,22 +50,21 @@ public class Sleep extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		if (!getEffected().isPlayer())
+		if (!info.getEffected().isPlayer())
 		{
-			getEffected().getAI().notifyEvent(CtrlEvent.EVT_THINK);
+			info.getEffected().getAI().notifyEvent(CtrlEvent.EVT_THINK);
 		}
-		super.onExit();
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().abortAttack();
-		getEffected().abortCast();
-		getEffected().stopMove(null);
-		getEffected().getAI().notifyEvent(CtrlEvent.EVT_SLEEPING);
-		return super.onStart();
+		info.getEffected().abortAttack();
+		info.getEffected().abortCast();
+		info.getEffected().stopMove(null);
+		info.getEffected().getAI().notifyEvent(CtrlEvent.EVT_SLEEPING);
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SoulBlow.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SoulBlow.java
index cab392707e2ac8fdb1d0a8ae8f21550833cd4c20..f0ad527556bd5ff6c4551c2d7560cc8c1b757713 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SoulBlow.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SoulBlow.java
@@ -19,33 +19,34 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.enums.ShotType;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.BaseStats;
-import com.l2jserver.gameserver.model.stats.Env;
 import com.l2jserver.gameserver.model.stats.Formulas;
 
 /**
  * Soul Blow effect implementation.
  * @author Adry_85
  */
-public class SoulBlow extends L2Effect
+public final class SoulBlow extends AbstractEffect
 {
-	public SoulBlow(Env env, EffectTemplate template)
+	public SoulBlow(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	/**
 	 * If is not evaded and blow lands.
 	 */
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return !Formulas.calcPhysicalSkillEvasion(getEffector(), getEffected(), getSkill()) && Formulas.calcBlowSuccess(getEffector(), getEffected(), getSkill());
+		return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill()) && Formulas.calcBlowSuccess(info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -61,35 +62,35 @@ public class SoulBlow extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character target = getEffected();
-		L2Character activeChar = getEffector();
+		L2Character target = info.getEffected();
+		L2Character activeChar = info.getEffector();
 		
 		if (activeChar.isAlikeDead())
 		{
 			return false;
 		}
 		
-		boolean ss = getSkill().useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
-		byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
-		double damage = (int) Formulas.calcBlowDamage(activeChar, target, getSkill(), shld, ss);
-		if ((getSkill().getMaxSoulConsumeCount() > 0) && activeChar.isPlayer())
+		boolean ss = info.getSkill().useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
+		byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
+		double damage = (int) Formulas.calcBlowDamage(activeChar, target, info.getSkill(), shld, ss);
+		if ((info.getSkill().getMaxSoulConsumeCount() > 0) && activeChar.isPlayer())
 		{
 			// Souls Formula (each soul increase +4%)
-			int chargedSouls = (activeChar.getActingPlayer().getChargedSouls() <= getSkill().getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : getSkill().getMaxSoulConsumeCount();
+			int chargedSouls = (activeChar.getActingPlayer().getChargedSouls() <= info.getSkill().getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : info.getSkill().getMaxSoulConsumeCount();
 			damage *= 1 + (chargedSouls * 0.04);
 		}
 		
 		// Crit rate base crit rate for skill, modified with STR bonus
-		boolean crit = Formulas.calcCrit(getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
+		boolean crit = Formulas.calcCrit(info.getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
 		if (crit)
 		{
 			damage *= 2;
 		}
 		
-		target.reduceCurrentHp(damage, activeChar, getSkill());
-		target.notifyDamageReceived(damage, activeChar, getSkill(), crit);
+		target.reduceCurrentHp(damage, activeChar, info.getSkill());
+		target.notifyDamageReceived(damage, activeChar, info.getSkill(), crit);
 		
 		// Manage attack or cast break of the target (calculating rate, sending message...)
 		if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
@@ -104,7 +105,7 @@ public class SoulBlow extends L2Effect
 			activePlayer.sendDamageMessage(target, (int) damage, false, true, false);
 		}
 		// Check if damage should be reflected
-		Formulas.calcDamageReflected(activeChar, target, getSkill(), true);
+		Formulas.calcDamageReflected(activeChar, target, info.getSkill(), true);
 		
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SoulEating.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SoulEating.java
index 9b8fb6fa31f75196d5fe8235456c228cb5dcdfdc..6b7816b3ed7627277bb9b3b01518127c9070d96a 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SoulEating.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SoulEating.java
@@ -18,14 +18,14 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.L2Playable;
 import com.l2jserver.gameserver.model.actor.events.listeners.IExperienceReceivedEventListener;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Stats;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.ExSpawnEmitter;
@@ -34,34 +34,32 @@ import com.l2jserver.gameserver.network.serverpackets.ExSpawnEmitter;
  * Soul Eating effect implementation.
  * @author UnAfraid
  */
-public final class SoulEating extends L2Effect implements IExperienceReceivedEventListener
+public final class SoulEating extends AbstractEffect implements IExperienceReceivedEventListener
 {
 	private final int _expNeeded;
 	
-	public SoulEating(Env env, EffectTemplate template)
+	public SoulEating(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_expNeeded = template.getParameters().getInt("expNeeded");
-	}
-	
-	public SoulEating(Env env, L2Effect effect)
-	{
-		super(env, effect);
-		_expNeeded = effect.getEffectTemplate().getParameters().getInt("expNeeded");
+		super(attachCond, applyCond, set, params);
+		_expNeeded = getParameters().getInt("expNeeded");
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public void onExit(BuffInfo info)
 	{
-		return L2EffectType.NONE;
+		if (info.getEffected().isPlayer())
+		{
+			info.getEffected().getEvents().unregisterListener(this);
+		}
 	}
 	
 	@Override
 	public boolean onExperienceReceived(L2Playable playable, long exp)
 	{
-		final L2PcInstance player = getEffected().isPlayer() ? getEffected().getActingPlayer() : null;
-		if ((player != null) && (exp >= _expNeeded))
+		// TODO: Verify logic.
+		if (playable.isPlayer() && (exp >= _expNeeded))
 		{
+			final L2PcInstance player = playable.getActingPlayer();
 			final int maxSouls = (int) player.calcStat(Stats.MAX_SOULS, 0, null, null);
 			if (player.getChargedSouls() >= maxSouls)
 			{
@@ -81,22 +79,12 @@ public final class SoulEating extends L2Effect implements IExperienceReceivedEve
 	}
 	
 	@Override
-	public void onExit()
-	{
-		if (getEffected().isPlayer())
-		{
-			getEffected().getEvents().unregisterListener(this);
-		}
-		super.onExit();
-	}
-	
-	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isPlayer())
+		if (info.getEffected().isPlayer())
 		{
-			getEffected().getEvents().registerListener(this);
+			info.getEffected().getEvents().registerListener(this);
 		}
-		return super.onStart();
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Spoil.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Spoil.java
index 374744e977164a4d2fc6e2761c827be97ea7acf3..873e8bbee1250aee95834f1c604a1ca52c4952e9 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Spoil.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Spoil.java
@@ -19,11 +19,11 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlEvent;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
@@ -31,23 +31,17 @@ import com.l2jserver.gameserver.network.SystemMessageId;
  * Spoil effect implementation.
  * @author _drunk_, Ahmed, Zoey76
  */
-public class Spoil extends L2Effect
+public final class Spoil extends AbstractEffect
 {
-	public Spoil(Env env, EffectTemplate template)
+	public Spoil(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return Formulas.calcMagicSuccess(getEffector(), getEffected(), getSkill());
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		return Formulas.calcMagicSuccess(info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -57,25 +51,25 @@ public class Spoil extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (!getEffected().isMonster() || getEffected().isDead())
+		if (!info.getEffected().isMonster() || info.getEffected().isDead())
 		{
-			getEffector().sendPacket(SystemMessageId.INCORRECT_TARGET);
+			info.getEffector().sendPacket(SystemMessageId.INCORRECT_TARGET);
 			return false;
 		}
 		
-		final L2MonsterInstance target = (L2MonsterInstance) getEffected();
+		final L2MonsterInstance target = (L2MonsterInstance) info.getEffected();
 		if (target.isSpoil())
 		{
-			getEffector().sendPacket(SystemMessageId.ALREADY_SPOILED);
+			info.getEffector().sendPacket(SystemMessageId.ALREADY_SPOILED);
 			return false;
 		}
 		
 		target.setSpoil(true);
-		target.setIsSpoiledBy(getEffector().getObjectId());
-		getEffector().sendPacket(SystemMessageId.SPOIL_SUCCESS);
-		target.getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, getEffector());
+		target.setIsSpoiledBy(info.getEffector().getObjectId());
+		info.getEffector().sendPacket(SystemMessageId.SPOIL_SUCCESS);
+		target.getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, info.getEffector());
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/StaticDamage.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/StaticDamage.java
index 940f0789694dbf972ed2fa3949546eef632a845c..c1d853bb4e2921863dfd005879bbdea2e57ae65d 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/StaticDamage.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/StaticDamage.java
@@ -18,20 +18,21 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Static Damage effect implementation.
  * @author Adry_85
  */
-public class StaticDamage extends L2Effect
+public final class StaticDamage extends AbstractEffect
 {
-	public StaticDamage(Env env, EffectTemplate template)
+	public StaticDamage(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -47,19 +48,19 @@ public class StaticDamage extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffector().isAlikeDead())
+		if (info.getEffector().isAlikeDead())
 		{
 			return false;
 		}
 		
-		getEffected().reduceCurrentHp(calc(), getEffector(), getSkill());
-		getEffected().notifyDamageReceived(calc(), getEffector(), getSkill(), false);
+		info.getEffected().reduceCurrentHp(getValue(), info.getEffector(), info.getSkill());
+		info.getEffected().notifyDamageReceived(getValue(), info.getEffector(), info.getSkill(), false);
 		
-		if (getEffector().isPlayer())
+		if (info.getEffector().isPlayer())
 		{
-			getEffector().sendDamageMessage(getEffected(), (int) calc(), false, false, false);
+			info.getEffector().sendDamageMessage(info.getEffected(), (int) getValue(), false, false, false);
 		}
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/StealAbnormal.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/StealAbnormal.java
index c713ba78dc1dfe2516de08a5942b2fc09f1657e0..bc9dd81bed9338fd564507530ebc2d54e5538ca9 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/StealAbnormal.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/StealAbnormal.java
@@ -20,36 +20,30 @@ package handlers.effecthandlers;
 
 import java.util.List;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Env;
 import com.l2jserver.gameserver.model.stats.Formulas;
-import com.l2jserver.gameserver.network.SystemMessageId;
-import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
 
 /**
  * Steal Abnormal effect implementation.
  * @author Adry_85, Zoey76
  */
-public class StealAbnormal extends L2Effect
+public final class StealAbnormal extends AbstractEffect
 {
 	private final String _slot;
+	
 	private final int _rate;
 	private final int _max;
 	
-	public StealAbnormal(Env env, EffectTemplate template)
-	{
-		super(env, template);
-		_slot = template.getParameters().getString("slot", null);
-		_rate = template.getParameters().getInt("rate", 0);
-		_max = template.getParameters().getInt("max", 0);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
+	public StealAbnormal(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
+		_slot = getParameters().getString("slot", null);
+		_rate = getParameters().getInt("rate", 0);
+		_max = getParameters().getInt("max", 0);
 	}
 	
 	@Override
@@ -59,34 +53,45 @@ public class StealAbnormal extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() != null) && getEffected().isPlayer() && (getEffector() != getEffected()))
+		if ((info.getEffected() != null) && info.getEffected().isPlayer() && (info.getEffector() != info.getEffected()))
 		{
-			final List<L2Effect> toSteal = Formulas.calcCancelStealEffects(getEffector(), getEffected(), getSkill(), _slot, _rate, _max);
+			final List<BuffInfo> toSteal = Formulas.calcCancelStealEffects(info.getEffector(), info.getEffected(), info.getSkill(), _slot, _rate, _max);
 			if (toSteal.isEmpty())
 			{
 				return false;
 			}
-			final Env env = new Env();
-			env.setCharacter(getEffected());
-			env.setTarget(getEffector());
-			for (L2Effect eff : toSteal)
+			
+			for (BuffInfo infoToSteal : toSteal)
 			{
-				env.setSkill(eff.getSkill());
-				final L2Effect effect = eff.getEffectTemplate().getStolenEffect(env, eff);
-				if (effect != null)
+				// Invert effected and effector.
+				final Env env = new Env();
+				env.setCharacter(info.getEffected());
+				env.setTarget(info.getEffector());
+				env.setSkill(infoToSteal.getSkill());
+				final BuffInfo stolen = new BuffInfo(env);
+				stolen.setAbnormalTime(infoToSteal.getTime()); // Copy the remaining time.
+				// To include all the effects, it's required to go through the template rather the buff info.
+				for (AbstractEffect effect : infoToSteal.getSkill().getEffectTemplates())
 				{
-					effect.scheduleEffect();
-					if (effect.isIconDisplay() && getEffector().isPlayer())
+					if (effect != null)
 					{
-						final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
-						sm.addSkillName(effect);
-						getEffector().sendPacket(sm);
+						if (effect.isInstant())
+						{
+							if (effect.calcSuccess(stolen))
+							{
+								effect.onStart(stolen);
+							}
+						}
+						else if (effect.onStart(stolen))
+						{
+							stolen.addEffect(effect);
+						}
 					}
-					getEffector().getEffectList().add(effect);
 				}
-				eff.exit();
+				info.getEffected().getEffectList().remove(infoToSteal);
+				info.getEffector().getEffectList().add(stolen);
 			}
 			return true;
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Stun.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Stun.java
index 71dbb39cb014d732d8a436d0b0869b9adf67c51e..fe96e6f62e82694f4ff17d278159018771f47a63 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Stun.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Stun.java
@@ -18,21 +18,22 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Stun effect implementation.
  * @author mkizub
  */
-public class Stun extends L2Effect
+public final class Stun extends AbstractEffect
 {
-	public Stun(Env env, EffectTemplate template)
+	public Stun(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,15 +49,15 @@ public class Stun extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		getEffected().stopStunning(false);
+		info.getEffected().stopStunning(false);
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().startStunning();
+		info.getEffected().startStunning();
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonAgathion.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonAgathion.java
index 97a9895c7eb82d428321d02d447b92bb64c850a1..313f28f9f5501a117068675123a34f5f424031df 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonAgathion.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonAgathion.java
@@ -18,28 +18,22 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
 /**
  * Summon Agathion effect implementation.
  * @author Zoey76
  */
-public class SummonAgathion extends L2Effect
+public final class SummonAgathion extends AbstractEffect
 {
-	public SummonAgathion(Env env, EffectTemplate template)
+	public SummonAgathion(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -49,21 +43,21 @@ public class SummonAgathion extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() == null) || !getEffected().isPlayer())
+		if ((info.getEffected() == null) || !info.getEffected().isPlayer())
 		{
 			return false;
 		}
 		
-		final L2PcInstance player = getEffected().getActingPlayer();
+		final L2PcInstance player = info.getEffected().getActingPlayer();
 		if (player.isInOlympiadMode())
 		{
 			player.sendPacket(SystemMessageId.THIS_SKILL_IS_NOT_AVAILABLE_FOR_THE_OLYMPIAD_EVENT);
 			return false;
 		}
 		
-		player.setAgathionId((getSkill() == null) ? 0 : getSkill().getNpcId());
+		player.setAgathionId((info.getSkill() == null) ? 0 : info.getSkill().getNpcId());
 		player.broadcastUserInfo();
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonCubic.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonCubic.java
index 74f404645ef5a8ff82b4412c901d5d87c65152a9..730a336d9e0e522826d97a8a99ba323d305d5794 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonCubic.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonCubic.java
@@ -18,19 +18,20 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2CubicInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
+import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.util.Rnd;
 
 /**
  * Summon Cubic effect implementation.
  * @author Zoey76
  */
-public class SummonCubic extends L2Effect
+public final class SummonCubic extends AbstractEffect
 {
 	/** Cubic ID. */
 	private final int _cubicId;
@@ -45,22 +46,16 @@ public class SummonCubic extends L2Effect
 	/** Cubic activation chance. */
 	private final int _cubicSkillChance;
 	
-	public SummonCubic(Env env, EffectTemplate template)
+	public SummonCubic(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_cubicId = template.getParameters().getInt("cubicId", -1);
+		super(attachCond, applyCond, set, params);
+		_cubicId = getParameters().getInt("cubicId", -1);
 		// Custom AI data.
-		_cubicPower = template.getParameters().getInt("cubicPower", 0);
-		_cubicDuration = template.getParameters().getInt("cubicDuration", 0);
-		_cubicDelay = template.getParameters().getInt("cubicDelay", 0);
-		_cubicMaxCount = template.getParameters().getInt("cubicMaxCount", -1);
-		_cubicSkillChance = template.getParameters().getInt("cubicSkillChance", 0);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		_cubicPower = getParameters().getInt("cubicPower", 0);
+		_cubicDuration = getParameters().getInt("cubicDuration", 0);
+		_cubicDelay = getParameters().getInt("cubicDelay", 0);
+		_cubicMaxCount = getParameters().getInt("cubicMaxCount", -1);
+		_cubicSkillChance = getParameters().getInt("cubicSkillChance", 0);
 	}
 	
 	@Override
@@ -70,20 +65,20 @@ public class SummonCubic extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() == null) || !getEffected().isPlayer() || getEffected().isAlikeDead() || getEffected().getActingPlayer().inObserverMode())
+		if ((info.getEffected() == null) || !info.getEffected().isPlayer() || info.getEffected().isAlikeDead() || info.getEffected().getActingPlayer().inObserverMode())
 		{
 			return false;
 		}
 		
 		if (_cubicId < 0)
 		{
-			_log.warning(SummonCubic.class.getSimpleName() + ": Invalid Cubic Id:" + _cubicId + " in skill Id: " + getSkill().getId());
+			_log.warning(SummonCubic.class.getSimpleName() + ": Invalid Cubic ID:" + _cubicId + " in skill ID: " + info.getSkill().getId());
 			return false;
 		}
 		
-		final L2PcInstance player = getEffected().getActingPlayer();
+		final L2PcInstance player = info.getEffected().getActingPlayer();
 		if (player.inObserverMode() || player.isMounted())
 		{
 			return false;
@@ -94,10 +89,10 @@ public class SummonCubic extends L2Effect
 		// 8 at 101 (+1 Power)
 		// 12 at 130 (+30 Power)
 		// Because 12 is max 5115-5117 skills
-		int _cubicSkillLevel = getSkill().getLevel();
+		int _cubicSkillLevel = info.getSkill().getLevel();
 		if (_cubicSkillLevel > 100)
 		{
-			_cubicSkillLevel = ((getSkill().getLevel() - 100) / 7) + 8;
+			_cubicSkillLevel = ((info.getSkill().getLevel() - 100) / 7) + 8;
 		}
 		
 		// If cubic is already present, it's replaced.
@@ -111,9 +106,13 @@ public class SummonCubic extends L2Effect
 		else
 		{
 			// If maximum amount is reached, random cubic is removed.
-			final L2Effect cubicMastery = player.getFirstPassiveEffect(L2EffectType.CUBIC_MASTERY);
+			final BuffInfo cubicMastery = player.getEffectList().getBuffInfoBySkillId(L2Skill.SKILL_CUBIC_MASTERY);
 			// Players with no mastery can have only one cubic.
-			final int allowedCubicCount = (int) (cubicMastery != null ? cubicMastery.calc() : 1);
+			int allowedCubicCount = 1;
+			for (AbstractEffect effect : cubicMastery.getEffects())
+			{
+				allowedCubicCount += effect != null ? effect.getValue() : 0;
+			}
 			final int currentCubicCount = player.getCubics().size();
 			// Extra cubics are removed, one by one, randomly.
 			for (int i = 0; i <= (currentCubicCount - allowedCubicCount); i++)
@@ -126,7 +125,7 @@ public class SummonCubic extends L2Effect
 			}
 		}
 		// Adding a new cubic.
-		player.addCubic(_cubicId, _cubicSkillLevel, _cubicPower, _cubicDelay, _cubicSkillChance, _cubicMaxCount, _cubicDuration, getEffected() != getEffector());
+		player.addCubic(_cubicId, _cubicSkillLevel, _cubicPower, _cubicDelay, _cubicSkillChance, _cubicMaxCount, _cubicDuration, info.getEffected() != info.getEffector());
 		player.broadcastUserInfo();
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonNpc.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonNpc.java
index 3c43260e7d867e0e93cef19864a5a32874618bd0..98c3077c2f952de5837282ea63c890a5ba4b1401 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonNpc.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonNpc.java
@@ -21,16 +21,16 @@ package handlers.effecthandlers;
 import com.l2jserver.gameserver.datatables.NpcTable;
 import com.l2jserver.gameserver.idfactory.IdFactory;
 import com.l2jserver.gameserver.model.L2Spawn;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2DecoyInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2EffectPointInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
 import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.skills.targets.L2TargetType;
-import com.l2jserver.gameserver.model.stats.Env;
 import com.l2jserver.gameserver.util.Point3D;
 import com.l2jserver.util.Rnd;
 
@@ -38,7 +38,7 @@ import com.l2jserver.util.Rnd;
  * Summon Npc effect implementation.
  * @author Zoey76
  */
-public class SummonNpc extends L2Effect
+public final class SummonNpc extends AbstractEffect
 {
 	private final int _despawnDelay;
 	private final int _npcId;
@@ -46,20 +46,14 @@ public class SummonNpc extends L2Effect
 	private final boolean _randomOffset;
 	private final boolean _isSummonSpawn;
 	
-	public SummonNpc(Env env, EffectTemplate template)
+	public SummonNpc(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_despawnDelay = template.getParameters().getInt("despawnDelay", 20000);
-		_npcId = template.getParameters().getInt("npcId", 0);
-		_npcCount = template.getParameters().getInt("npcCount", 1);
-		_randomOffset = template.getParameters().getBoolean("randomOffset", false);
-		_isSummonSpawn = template.getParameters().getBoolean("isSummonSpawn", false);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
+		_despawnDelay = getParameters().getInt("despawnDelay", 20000);
+		_npcId = getParameters().getInt("npcId", 0);
+		_npcCount = getParameters().getInt("npcCount", 1);
+		_randomOffset = getParameters().getBoolean("randomOffset", false);
+		_isSummonSpawn = getParameters().getBoolean("isSummonSpawn", false);
 	}
 	
 	@Override
@@ -69,20 +63,20 @@ public class SummonNpc extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() == null) || !getEffected().isPlayer() || getEffected().isAlikeDead() || getEffected().getActingPlayer().inObserverMode())
+		if ((info.getEffected() == null) || !info.getEffected().isPlayer() || info.getEffected().isAlikeDead() || info.getEffected().getActingPlayer().inObserverMode())
 		{
 			return false;
 		}
 		
 		if ((_npcId <= 0) || (_npcCount <= 0))
 		{
-			_log.warning(SummonNpc.class.getSimpleName() + ": Invalid NPC Id or count skill Id: " + getSkill().getId());
+			_log.warning(SummonNpc.class.getSimpleName() + ": Invalid NPC ID or count skill ID: " + info.getSkill().getId());
 			return false;
 		}
 		
-		final L2PcInstance player = getEffected().getActingPlayer();
+		final L2PcInstance player = info.getEffected().getActingPlayer();
 		if (player.isMounted())
 		{
 			return false;
@@ -91,7 +85,7 @@ public class SummonNpc extends L2Effect
 		final L2NpcTemplate npcTemplate = NpcTable.getInstance().getTemplate(_npcId);
 		if (npcTemplate == null)
 		{
-			_log.warning(SummonNpc.class.getSimpleName() + ": Spawn of the nonexisting NPC Id: " + _npcId + ", skill Id:" + getSkill().getId());
+			_log.warning(SummonNpc.class.getSimpleName() + ": Spawn of the nonexisting NPC ID: " + _npcId + ", skill ID:" + info.getSkill().getId());
 			return false;
 		}
 		
@@ -118,7 +112,7 @@ public class SummonNpc extends L2Effect
 				int y = player.getY();
 				int z = player.getZ();
 				
-				if (getSkill().getTargetType() == L2TargetType.GROUND)
+				if (info.getSkill().getTargetType() == L2TargetType.GROUND)
 				{
 					final Point3D wordPosition = player.getActingPlayer().getCurrentSkillWorldPosition();
 					if (wordPosition != null)
@@ -128,6 +122,7 @@ public class SummonNpc extends L2Effect
 						z = wordPosition.getZ();
 					}
 				}
+				
 				effectPoint.setIsInvul(true);
 				effectPoint.setSummoner(player);
 				effectPoint.spawnMe(x, y, z);
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonPet.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonPet.java
index 9106e69de9f941aa8ca31e7de0eb3d79890d0954..73d9335445fca5e55cee5cad0d4a9e8cd3c7bb96 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonPet.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonPet.java
@@ -23,15 +23,16 @@ import java.util.logging.Level;
 import com.l2jserver.gameserver.datatables.NpcTable;
 import com.l2jserver.gameserver.datatables.PetDataTable;
 import com.l2jserver.gameserver.model.L2PetData;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PetInstance;
 import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
 import com.l2jserver.gameserver.model.holders.PetItemHolder;
 import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.PetItemList;
 
@@ -39,11 +40,11 @@ import com.l2jserver.gameserver.network.serverpackets.PetItemList;
  * Summon Pet effect implementation.
  * @author UnAfraid
  */
-public class SummonPet extends L2Effect
+public final class SummonPet extends AbstractEffect
 {
-	public SummonPet(Env env, EffectTemplate template)
+	public SummonPet(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -59,14 +60,14 @@ public class SummonPet extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffector() == null) || (getEffected() == null) || !getEffector().isPlayer() || !getEffected().isPlayer() || getEffected().isAlikeDead())
+		if ((info.getEffector() == null) || (info.getEffected() == null) || !info.getEffector().isPlayer() || !info.getEffected().isPlayer() || info.getEffected().isAlikeDead())
 		{
 			return false;
 		}
 		
-		final L2PcInstance player = getEffector().getActingPlayer();
+		final L2PcInstance player = info.getEffector().getActingPlayer();
 		if (player.isInOlympiadMode())
 		{
 			player.sendPacket(SystemMessageId.THIS_SKILL_IS_NOT_AVAILABLE_FOR_THE_OLYMPIAD_EVENT);
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonTrap.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonTrap.java
index 258b87c0d38c44b42ab97774669557ce5d947cb7..e3817f0b3da9851e18a4b86e4286ca1e038d35fb 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonTrap.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/SummonTrap.java
@@ -20,34 +20,28 @@ package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.datatables.NpcTable;
 import com.l2jserver.gameserver.idfactory.IdFactory;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2TrapInstance;
 import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Summon Trap effect implementation.
  * @author Zoey76
  */
-public class SummonTrap extends L2Effect
+public final class SummonTrap extends AbstractEffect
 {
 	private final int _despawnTime;
 	private final int _npcId;
 	
-	public SummonTrap(Env env, EffectTemplate template)
+	public SummonTrap(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_despawnTime = template.getParameters().getInt("despawnTime", 0);
-		_npcId = template.getParameters().getInt("npcId", 0);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
+		_despawnTime = getParameters().getInt("despawnTime", 0);
+		_npcId = getParameters().getInt("npcId", 0);
 	}
 	
 	@Override
@@ -57,20 +51,20 @@ public class SummonTrap extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() == null) || !getEffected().isPlayer() || getEffected().isAlikeDead() || getEffected().getActingPlayer().inObserverMode())
+		if ((info.getEffected() == null) || !info.getEffected().isPlayer() || info.getEffected().isAlikeDead() || info.getEffected().getActingPlayer().inObserverMode())
 		{
 			return false;
 		}
 		
 		if (_npcId <= 0)
 		{
-			_log.warning(SummonTrap.class.getSimpleName() + ": Invalid NPC Id:" + _npcId + " in skill Id: " + getSkill().getId());
+			_log.warning(SummonTrap.class.getSimpleName() + ": Invalid NPC ID:" + _npcId + " in skill ID: " + info.getSkill().getId());
 			return false;
 		}
 		
-		final L2PcInstance player = getEffected().getActingPlayer();
+		final L2PcInstance player = info.getEffected().getActingPlayer();
 		if (player.inObserverMode() || player.isMounted())
 		{
 			return false;
@@ -84,7 +78,7 @@ public class SummonTrap extends L2Effect
 		final L2NpcTemplate npcTemplate = NpcTable.getInstance().getTemplate(_npcId);
 		if (npcTemplate == null)
 		{
-			_log.warning(SummonTrap.class.getSimpleName() + ": Spawn of the non-existing Trap Id: " + _npcId + " in skill Id:" + getSkill().getId());
+			_log.warning(SummonTrap.class.getSimpleName() + ": Spawn of the non-existing Trap ID: " + _npcId + " in skill ID:" + info.getSkill().getId());
 			return false;
 		}
 		
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Sweeper.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Sweeper.java
index c151cd6bd5ce02a949f2e285a90a7f4a689cbcb8..e2ef561f36e7e5ca9281ec9f29caebb0d7ad553e 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Sweeper.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Sweeper.java
@@ -18,31 +18,25 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Attackable;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.holders.ItemHolder;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Sweeper effect implementation.
  * @author Zoey76
  */
-public class Sweeper extends L2Effect
+public final class Sweeper extends AbstractEffect
 {
 	private static final int MAX_SWEEPER_TIME = 15000;
 	
-	public Sweeper(Env env, EffectTemplate template)
+	public Sweeper(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -52,15 +46,15 @@ public class Sweeper extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffector() == null) || (getEffected() == null) || !getEffector().isPlayer() || !getEffected().isL2Attackable())
+		if ((info.getEffector() == null) || (info.getEffected() == null) || !info.getEffector().isPlayer() || !info.getEffected().isL2Attackable())
 		{
 			return false;
 		}
 		
-		final L2PcInstance player = getEffector().getActingPlayer();
-		final L2Attackable monster = (L2Attackable) getEffected();
+		final L2PcInstance player = info.getEffector().getActingPlayer();
+		final L2Attackable monster = (L2Attackable) info.getEffected();
 		if (!monster.checkSpoilOwner(player, false))
 		{
 			return false;
@@ -90,7 +84,7 @@ public class Sweeper extends L2Effect
 			}
 			else
 			{
-				player.addItem("Sweeper", item, getEffected(), true);
+				player.addItem("Sweeper", item, info.getEffected(), true);
 			}
 		}
 		return true;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TargetCancel.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TargetCancel.java
index 8771014c261142df55b7037fc467455cffd8aa2b..c3522d1ba0d5fcaac6abd86ad97fba90f19b55be 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TargetCancel.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TargetCancel.java
@@ -19,36 +19,30 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.ai.CtrlIntention;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 
 /**
  * Target Cancel effect implementation.
  * @author -Nemesiss-, Adry_85
  */
-public class TargetCancel extends L2Effect
+public final class TargetCancel extends AbstractEffect
 {
 	private final int _chance;
 	
-	public TargetCancel(Env env, EffectTemplate template)
+	public TargetCancel(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_chance = template.hasParameters() ? template.getParameters().getInt("chance", 100) : 100;
+		super(attachCond, applyCond, set, params);
+		_chance = hasParameters() ? getParameters().getInt("chance", 100) : 100;
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return Formulas.calcProbability(_chance, getEffector(), getEffected(), getSkill());
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		return Formulas.calcProbability(_chance, info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -58,12 +52,12 @@ public class TargetCancel extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().setTarget(null);
-		getEffected().abortAttack();
-		getEffected().abortCast();
-		getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE, getEffector());
+		info.getEffected().setTarget(null);
+		info.getEffected().abortAttack();
+		info.getEffected().abortCast();
+		info.getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE, info.getEffector());
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TargetMe.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TargetMe.java
index 449e196ac4f04a7fa7e5f7690f37ffc2a28ebd0d..bd4cadff2d09ed87fd17bc13bb9d0f9b1be4610f 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TargetMe.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TargetMe.java
@@ -18,64 +18,58 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Playable;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2SiegeSummonInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Target Me effect implementation.
  * @author -Nemesiss-
  */
-public class TargetMe extends L2Effect
+public final class TargetMe extends AbstractEffect
 {
-	public TargetMe(Env env, EffectTemplate template)
+	public TargetMe(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public void onExit(BuffInfo info)
 	{
-		return L2EffectType.NONE;
-	}
-	
-	@Override
-	public void onExit()
-	{
-		if (getEffected().isPlayable())
+		if (info.getEffected().isPlayable())
 		{
-			((L2Playable) getEffected()).setLockedTarget(null);
+			((L2Playable) info.getEffected()).setLockedTarget(null);
 		}
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isPlayable())
+		if (info.getEffected().isPlayable())
 		{
-			if (getEffected() instanceof L2SiegeSummonInstance)
+			if (info.getEffected() instanceof L2SiegeSummonInstance)
 			{
 				return false;
 			}
 			
-			if (getEffected().getTarget() != getEffector())
+			if (info.getEffected().getTarget() != info.getEffector())
 			{
-				L2PcInstance effector = getEffector().getActingPlayer();
+				L2PcInstance effector = info.getEffector().getActingPlayer();
 				// If effector is null, then its not a player, but NPC. If its not null, then it should check if the skill is pvp skill.
-				if ((effector == null) || effector.checkPvpSkill(getEffected(), getSkill()))
+				if ((effector == null) || effector.checkPvpSkill(info.getEffected(), info.getSkill()))
 				{
 					// Target is different
-					getEffected().setTarget(getEffector());
+					info.getEffected().setTarget(info.getEffector());
 				}
 			}
-			((L2Playable) getEffected()).setLockedTarget(getEffector());
+			((L2Playable) info.getEffected()).setLockedTarget(info.getEffector());
 			return true;
 		}
-		else if (getEffected().isL2Attackable() && !getEffected().isRaid())
+		else if (info.getEffected().isL2Attackable() && !info.getEffected().isRaid())
 		{
 			return true;
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TargetMeProbability.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TargetMeProbability.java
index 3ffb3503be8b69f890661aff2a5faad423f645c2..57dec60b8b1ed556b35803dccc01e0d75863b23b 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TargetMeProbability.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TargetMeProbability.java
@@ -18,38 +18,32 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2SiegeSummonInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 
 /**
  * Target Me Probability effect implementation.
  * @author Adry_85
  */
-public class TargetMeProbability extends L2Effect
+public final class TargetMeProbability extends AbstractEffect
 {
 	private final int _chance;
 	
-	public TargetMeProbability(Env env, EffectTemplate template)
+	public TargetMeProbability(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_chance = template.hasParameters() ? template.getParameters().getInt("chance", 100) : 100;
+		super(attachCond, applyCond, set, params);
+		_chance = hasParameters() ? getParameters().getInt("chance", 100) : 100;
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return Formulas.calcProbability(_chance, getEffector(), getEffected(), getSkill());
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		return Formulas.calcProbability(_chance, info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -59,28 +53,28 @@ public class TargetMeProbability extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isPlayable())
+		if (info.getEffected().isPlayable())
 		{
-			if (getEffected() instanceof L2SiegeSummonInstance)
+			if (info.getEffected() instanceof L2SiegeSummonInstance)
 			{
 				return false;
 			}
 			
-			if (getEffected().getTarget() != getEffector())
+			if (info.getEffected().getTarget() != info.getEffector())
 			{
-				L2PcInstance effector = getEffector().getActingPlayer();
+				L2PcInstance effector = info.getEffector().getActingPlayer();
 				// If effector is null, then its not a player, but NPC. If its not null, then it should check if the skill is pvp skill.
-				if ((effector == null) || effector.checkPvpSkill(getEffected(), getSkill()))
+				if ((effector == null) || effector.checkPvpSkill(info.getEffected(), info.getSkill()))
 				{
 					// Target is different
-					getEffected().setTarget(getEffector());
+					info.getEffected().setTarget(info.getEffector());
 				}
 			}
 			return true;
 		}
-		else if (getEffected().isL2Attackable() && !getEffected().isRaid())
+		else if (info.getEffected().isL2Attackable() && !info.getEffected().isRaid())
 		{
 			return true;
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Teleport.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Teleport.java
index ec6922f94f21d629e98b9ea92c17400c50bcd98d..f78608454acc76e2714fb3a7d72e69f117538b31 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Teleport.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Teleport.java
@@ -19,23 +19,24 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.model.Location;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Teleport effect implementation.
  * @author Adry_85
  */
-public class Teleport extends L2Effect
+public final class Teleport extends AbstractEffect
 {
 	private final Location _loc;
 	
-	public Teleport(Env env, EffectTemplate template)
+	public Teleport(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_loc = new Location(template.getParameters().getInt("x", 0), template.getParameters().getInt("y", 0), template.getParameters().getInt("z", 0));
+		super(attachCond, applyCond, set, params);
+		_loc = new Location(getParameters().getInt("x", 0), getParameters().getInt("y", 0), getParameters().getInt("z", 0));
 	}
 	
 	@Override
@@ -51,9 +52,9 @@ public class Teleport extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		getEffected().teleToLocation(_loc, true);
+		info.getEffected().teleToLocation(_loc, true);
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TeleportToTarget.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TeleportToTarget.java
index 9b16cb7246e7deb008305e61f7d1720cb1eb1f71..e731b1c853b057e3c648fcdb850bf83b443702e6 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TeleportToTarget.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TeleportToTarget.java
@@ -22,11 +22,12 @@ import com.l2jserver.Config;
 import com.l2jserver.gameserver.GeoData;
 import com.l2jserver.gameserver.ai.CtrlIntention;
 import com.l2jserver.gameserver.model.Location;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.serverpackets.FlyToLocation;
 import com.l2jserver.gameserver.network.serverpackets.FlyToLocation.FlyType;
 import com.l2jserver.gameserver.network.serverpackets.ValidateLocation;
@@ -36,11 +37,11 @@ import com.l2jserver.gameserver.util.Util;
  * Teleport To Target effect implementation.
  * @author Didldak, Adry_85
  */
-public class TeleportToTarget extends L2Effect
+public final class TeleportToTarget extends AbstractEffect
 {
-	public TeleportToTarget(Env env, EffectTemplate template)
+	public TeleportToTarget(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -56,11 +57,11 @@ public class TeleportToTarget extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		L2Character activeChar = getEffector();
-		L2Character target = getEffected();
-		if (getEffected() == null)
+		L2Character activeChar = info.getEffector();
+		L2Character target = info.getEffected();
+		if (target == null)
 		{
 			return false;
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ThrowUp.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ThrowUp.java
index 963d8747605e284d91b06fa3cb5ddca522c4dc96..37be4f94d8ef6b9fb5dc28d76f158c9754a53589 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ThrowUp.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/ThrowUp.java
@@ -21,11 +21,11 @@ package handlers.effecthandlers;
 import com.l2jserver.Config;
 import com.l2jserver.gameserver.GeoData;
 import com.l2jserver.gameserver.model.Location;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.EffectFlag;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.serverpackets.FlyToLocation;
 import com.l2jserver.gameserver.network.serverpackets.FlyToLocation.FlyType;
 import com.l2jserver.gameserver.network.serverpackets.ValidateLocation;
@@ -33,13 +33,11 @@ import com.l2jserver.gameserver.network.serverpackets.ValidateLocation;
 /**
  * Throw Up effect implementation.
  */
-public class ThrowUp extends L2Effect
+public final class ThrowUp extends AbstractEffect
 {
-	private int _x, _y, _z;
-	
-	public ThrowUp(Env env, EffectTemplate template)
+	public ThrowUp(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,12 +46,6 @@ public class ThrowUp extends L2Effect
 		return EffectFlag.STUNNED.getMask();
 	}
 	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
-	}
-	
 	@Override
 	public boolean isInstant()
 	{
@@ -61,32 +53,24 @@ public class ThrowUp extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
-	{
-		getEffected().stopStunning(false);
-		getEffected().setXYZ(_x, _y, _z);
-		getEffected().broadcastPacket(new ValidateLocation(getEffected()));
-	}
-	
-	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
 		// Get current position of the L2Character
-		final int curX = getEffected().getX();
-		final int curY = getEffected().getY();
-		final int curZ = getEffected().getZ();
+		final int curX = info.getEffected().getX();
+		final int curY = info.getEffected().getY();
+		final int curZ = info.getEffected().getZ();
 		
 		// Calculate distance between effector and effected current position
-		double dx = getEffector().getX() - curX;
-		double dy = getEffector().getY() - curY;
-		double dz = getEffector().getZ() - curZ;
+		double dx = info.getEffector().getX() - curX;
+		double dy = info.getEffector().getY() - curY;
+		double dz = info.getEffector().getZ() - curZ;
 		double distance = Math.sqrt((dx * dx) + (dy * dy));
 		if (distance > 2000)
 		{
-			_log.info("EffectThrow was going to use invalid coordinates for characters, getEffected: " + curX + "," + curY + " and getEffector: " + getEffector().getX() + "," + getEffector().getY());
+			_log.info("EffectThrow was going to use invalid coordinates for characters, getEffected: " + curX + "," + curY + " and getEffector: " + info.getEffector().getX() + "," + info.getEffector().getY());
 			return false;
 		}
-		int offset = Math.min((int) distance + getSkill().getFlyRadius(), 1400);
+		int offset = Math.min((int) distance + info.getSkill().getFlyRadius(), 1400);
 		
 		double cos;
 		double sin;
@@ -110,18 +94,21 @@ public class ThrowUp extends L2Effect
 		cos = dx / distance;
 		
 		// Calculate the new destination with offset included
-		_x = getEffector().getX() - (int) (offset * cos);
-		_y = getEffector().getY() - (int) (offset * sin);
-		_z = getEffected().getZ();
+		int x = info.getEffector().getX() - (int) (offset * cos);
+		int y = info.getEffector().getY() - (int) (offset * sin);
+		int z = info.getEffected().getZ();
 		
 		if (Config.GEODATA > 0)
 		{
-			Location destiny = GeoData.getInstance().moveCheck(getEffected().getX(), getEffected().getY(), getEffected().getZ(), _x, _y, _z, getEffected().getInstanceId());
-			_x = destiny.getX();
-			_y = destiny.getY();
+			Location destiny = GeoData.getInstance().moveCheck(info.getEffected().getX(), info.getEffected().getY(), info.getEffected().getZ(), x, y, z, info.getEffected().getInstanceId());
+			x = destiny.getX();
+			y = destiny.getY();
 		}
-		getEffected().startStunning();
-		getEffected().broadcastPacket(new FlyToLocation(getEffected(), _x, _y, _z, FlyType.THROW_UP));
+		
+		info.getEffected().broadcastPacket(new FlyToLocation(info.getEffected(), x, y, z, FlyType.THROW_UP));
+		// TODO: Review.
+		info.getEffected().setXYZ(x, y, z);
+		info.getEffected().broadcastPacket(new ValidateLocation(info.getEffected()));
 		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TransferDamage.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TransferDamage.java
index 37f8f739a98a490e1ee390bcc33e30ba752feeff..1d87dd569a649106d9ccc333e27729c76aa2d1e8 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TransferDamage.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TransferDamage.java
@@ -18,26 +18,22 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Playable;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Transfer Damage effect implementation.
  * @author UnAfraid
  */
-public class TransferDamage extends L2Effect
+public final class TransferDamage extends AbstractEffect
 {
-	public TransferDamage(Env env, EffectTemplate template)
+	public TransferDamage(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	public TransferDamage(Env env, L2Effect effect)
-	{
-		super(env, effect);
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -47,20 +43,20 @@ public class TransferDamage extends L2Effect
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		if (getEffected().isPlayable() && getEffector().isPlayer())
+		if (info.getEffected().isPlayable() && info.getEffector().isPlayer())
 		{
-			((L2Playable) getEffected()).setTransferDamageTo(null);
+			((L2Playable) info.getEffected()).setTransferDamageTo(null);
 		}
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (getEffected().isPlayable() && getEffector().isPlayer())
+		if (info.getEffected().isPlayable() && info.getEffector().isPlayer())
 		{
-			((L2Playable) getEffected()).setTransferDamageTo(getEffector().getActingPlayer());
+			((L2Playable) info.getEffected()).setTransferDamageTo(info.getEffector().getActingPlayer());
 		}
 		return true;
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TransferHate.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TransferHate.java
index 73f83edc7036666b4762ef96092613ef277b2626..51e26b8348ff5b3180670aab67edc9296106629f 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TransferHate.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TransferHate.java
@@ -18,12 +18,12 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Attackable;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.util.Util;
 
@@ -31,26 +31,20 @@ import com.l2jserver.gameserver.util.Util;
  * Transfer Hate effect implementation.
  * @author Adry_85
  */
-public class TransferHate extends L2Effect
+public final class TransferHate extends AbstractEffect
 {
 	private final int _chance;
 	
-	public TransferHate(Env env, EffectTemplate template)
+	public TransferHate(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_chance = template.hasParameters() ? template.getParameters().getInt("chance", 100) : 100;
+		super(attachCond, applyCond, set, params);
+		_chance = hasParameters() ? getParameters().getInt("chance", 100) : 100;
 	}
 	
 	@Override
-	public boolean calcSuccess()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return Formulas.calcProbability(_chance, getEffector(), getEffected(), getSkill());
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		return Formulas.calcProbability(_chance, info.getEffector(), info.getEffected(), info.getSkill());
 	}
 	
 	@Override
@@ -60,11 +54,11 @@ public class TransferHate extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (Util.checkIfInRange(getSkill().getEffectRange(), getEffector(), getEffected(), true))
+		if (Util.checkIfInRange(info.getSkill().getEffectRange(), info.getEffector(), info.getEffected(), true))
 		{
-			for (L2Character obj : getEffector().getKnownList().getKnownCharactersInRadius(getSkill().getAffectRange()))
+			for (L2Character obj : info.getEffector().getKnownList().getKnownCharactersInRadius(info.getSkill().getAffectRange()))
 			{
 				if ((obj == null) || !obj.isL2Attackable() || obj.isDead())
 				{
@@ -72,14 +66,14 @@ public class TransferHate extends L2Effect
 				}
 				
 				final L2Attackable hater = ((L2Attackable) obj);
-				final int hate = hater.getHating(getEffector());
+				final int hate = hater.getHating(info.getEffector());
 				if (hate <= 0)
 				{
 					continue;
 				}
 				
-				hater.reduceHate(getEffector(), -hate);
-				hater.addDamageHate(getEffected(), 0, hate);
+				hater.reduceHate(info.getEffector(), -hate);
+				hater.addDamageHate(info.getEffected(), 0, hate);
 			}
 			return true;
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Transformation.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Transformation.java
index 87edd9b34b7794c530424c416e0560953fd0c3e2..bbfccfa3c62afa383e578169b0cc9876a55fff5b 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Transformation.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Transformation.java
@@ -19,52 +19,35 @@
 package handlers.effecthandlers;
 
 import com.l2jserver.gameserver.datatables.TransformData;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Transformation effect implementation.
  * @author nBd
  */
-public class Transformation extends L2Effect
+public final class Transformation extends AbstractEffect
 {
-	public Transformation(Env env, EffectTemplate template)
+	public Transformation(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	public Transformation(Env env, L2Effect effect)
-	{
-		super(env, effect);
-	}
-	
-	@Override
-	public boolean canBeStolen()
-	{
-		return false;
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.TRANSFORMATION;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
-		getEffected().stopTransformation(false);
+		info.getEffected().stopTransformation(false);
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if (!getEffected().isPlayer())
+		if (!info.getEffected().isPlayer())
 		{
 			return false;
 		}
-		return TransformData.getInstance().transformPlayer((int) calc(), getEffected().getActingPlayer());
+		return TransformData.getInstance().transformPlayer((int) getValue(), info.getEffected().getActingPlayer());
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TriggerSkillByDamage.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TriggerSkillByDamage.java
index d9b399b630cf11abd6b2e95722bcccbfb9678138..c3721aa616da0c260511ac8c999aab853028858c 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TriggerSkillByDamage.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/TriggerSkillByDamage.java
@@ -24,22 +24,23 @@ import com.l2jserver.gameserver.enums.InstanceType;
 import com.l2jserver.gameserver.handler.ITargetTypeHandler;
 import com.l2jserver.gameserver.handler.TargetHandler;
 import com.l2jserver.gameserver.model.L2Object;
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Character;
 import com.l2jserver.gameserver.model.actor.events.listeners.IDamageReceivedEventListener;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
 import com.l2jserver.gameserver.model.holders.SkillHolder;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.gameserver.model.skills.targets.L2TargetType;
-import com.l2jserver.gameserver.model.stats.Env;
 import com.l2jserver.util.Rnd;
 
 /**
  * Trigger Skill By Damage effect implementation.
  * @author UnAfraid
  */
-public class TriggerSkillByDamage extends L2Effect implements IDamageReceivedEventListener
+public class TriggerSkillByDamage extends AbstractEffect implements IDamageReceivedEventListener
 {
 	private static final Logger _log = Logger.getLogger(TriggerSkillByDamage.class.getName());
 	
@@ -51,28 +52,16 @@ public class TriggerSkillByDamage extends L2Effect implements IDamageReceivedEve
 	private final L2TargetType _targetType;
 	private final InstanceType _attackerType;
 	
-	public TriggerSkillByDamage(Env env, EffectTemplate template)
+	public TriggerSkillByDamage(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_minAttackerLevel = template.getParameters().getInt("minAttackerLevel", 1);
-		_maxAttackerLevel = template.getParameters().getInt("maxAttackerLevel", 100);
-		_minDamage = template.getParameters().getInt("minDamage", 1);
-		_chance = template.getParameters().getInt("chance", 100);
-		_skill = new SkillHolder(template.getParameters().getInt("skillId"), template.getParameters().getInt("skillLevel", 1));
-		_targetType = template.getParameters().getEnum("targetType", L2TargetType.class, L2TargetType.SELF);
-		_attackerType = template.getParameters().getEnum("attackerType", InstanceType.class, InstanceType.L2Character);
-	}
-	
-	public TriggerSkillByDamage(Env env, L2Effect effect)
-	{
-		super(env, effect);
-		_minAttackerLevel = effect.getEffectTemplate().getParameters().getInt("minAttackerLevel", 1);
-		_maxAttackerLevel = effect.getEffectTemplate().getParameters().getInt("maxAttackerLevel", 100);
-		_minDamage = effect.getEffectTemplate().getParameters().getInt("minDamage", 1);
-		_chance = effect.getEffectTemplate().getParameters().getInt("chance", 100);
-		_skill = new SkillHolder(effect.getEffectTemplate().getParameters().getInt("skillId"), effect.getEffectTemplate().getParameters().getInt("skillLevel", 1));
-		_targetType = effect.getEffectTemplate().getParameters().getEnum("targetType", L2TargetType.class, L2TargetType.SELF);
-		_attackerType = effect.getEffectTemplate().getParameters().getEnum("attackerType", InstanceType.class, InstanceType.L2Character);
+		super(attachCond, applyCond, set, params);
+		_minAttackerLevel = getParameters().getInt("minAttackerLevel", 1);
+		_maxAttackerLevel = getParameters().getInt("maxAttackerLevel", 100);
+		_minDamage = getParameters().getInt("minDamage", 1);
+		_chance = getParameters().getInt("chance", 100);
+		_skill = new SkillHolder(getParameters().getInt("skillId"), getParameters().getInt("skillLevel", 1));
+		_targetType = getParameters().getEnum("targetType", L2TargetType.class, L2TargetType.SELF);
+		_attackerType = getParameters().getEnum("attackerType", InstanceType.class, InstanceType.L2Character);
 	}
 	
 	@Override
@@ -124,26 +113,25 @@ public class TriggerSkillByDamage extends L2Effect implements IDamageReceivedEve
 	}
 	
 	@Override
-	public void onExit()
+	public void onExit(BuffInfo info)
 	{
 		if ((_chance == 0) || (_skill.getSkillLvl() == 0))
 		{
 			return;
 		}
 		
-		getEffected().getEvents().unregisterListener(this);
-		super.onExit();
+		info.getEffected().getEvents().unregisterListener(this);
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
 		if ((_chance == 0) || (_skill.getSkillLvl() == 0))
 		{
 			return false;
 		}
 		
-		getEffected().getEvents().registerListener(this);
-		return super.onStart();
+		info.getEffected().getEvents().registerListener(this);
+		return true;
 	}
 }
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Unsummon.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Unsummon.java
index d8076518354b2e52382b6dbaf6dd68e277445e76..69d4f60d29f37dce190929b66d6b767ef2be6d0e 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Unsummon.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Unsummon.java
@@ -18,12 +18,13 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.L2Summon;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
 import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.stats.Formulas;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.util.Rnd;
@@ -32,35 +33,23 @@ import com.l2jserver.util.Rnd;
  * Unsummon effect implementation.
  * @author Adry_85
  */
-public class Unsummon extends L2Effect
+public final class Unsummon extends AbstractEffect
 {
 	private final int _chance;
 	
-	public Unsummon(Env env, EffectTemplate template)
+	public Unsummon(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-		_chance = template.hasParameters() ? template.getParameters().getInt("chance", 100) : 100;
+		super(attachCond, applyCond, set, params);
+		_chance = hasParameters() ? getParameters().getInt("chance", 100) : 100;
 	}
 	
 	@Override
-	public L2EffectType getEffectType()
+	public boolean calcSuccess(BuffInfo info)
 	{
-		return L2EffectType.NONE;
-	}
-	
-	@Override
-	public boolean isInstant()
-	{
-		return true;
-	}
-	
-	@Override
-	public boolean calcSuccess()
-	{
-		int magicLevel = getSkill().getMagicLevel();
-		if ((magicLevel <= 0) || ((getEffected().getLevel() - 9) <= magicLevel))
+		int magicLevel = info.getSkill().getMagicLevel();
+		if ((magicLevel <= 0) || ((info.getEffected().getLevel() - 9) <= magicLevel))
 		{
-			double chance = _chance * Formulas.calcAttributeBonus(getEffector(), getEffected(), getSkill()) * Formulas.calcGeneralTraitBonus(getEffector(), getEffected(), getSkill().getTraitType(), false);
+			double chance = _chance * Formulas.calcAttributeBonus(info.getEffector(), info.getEffected(), info.getSkill()) * Formulas.calcGeneralTraitBonus(info.getEffector(), info.getEffected(), info.getSkill().getTraitType(), false);
 			if (chance > (Rnd.nextDouble() * 100))
 			{
 				return true;
@@ -71,15 +60,21 @@ public class Unsummon extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean isInstant()
+	{
+		return true;
+	}
+	
+	@Override
+	public boolean onStart(BuffInfo info)
 	{
-		if (!getEffected().isSummon())
+		if (!info.getEffected().isSummon())
 		{
 			return false;
 		}
 		
-		final L2PcInstance summonOwner = getEffected().getActingPlayer();
-		final L2Summon summon = getEffected().getSummon();
+		final L2PcInstance summonOwner = info.getEffected().getActingPlayer();
+		final L2Summon summon = info.getEffected().getSummon();
 		if (summon != null)
 		{
 			if (summon.isPhoenixBlessed() || summon.isNoblesseBlessed())
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/UnsummonAgathion.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/UnsummonAgathion.java
index a2cd9c42c9888b4a90c8dd988e9d28354d3f0b8b..46d0e7dc70f0b25f4267cb0abc29f29d1b5c0345 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/UnsummonAgathion.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/UnsummonAgathion.java
@@ -18,27 +18,21 @@
  */
 package handlers.effecthandlers;
 
+import com.l2jserver.gameserver.model.StatsSet;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Unsummon Agathion effect implementation.
  * @author Zoey76
  */
-public class UnsummonAgathion extends L2Effect
+public final class UnsummonAgathion extends AbstractEffect
 {
-	public UnsummonAgathion(Env env, EffectTemplate template)
+	public UnsummonAgathion(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,9 +42,9 @@ public class UnsummonAgathion extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		final L2PcInstance player = getEffector().getActingPlayer();
+		final L2PcInstance player = info.getEffector().getActingPlayer();
 		if (player != null)
 		{
 			player.setAgathionId(0);
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/VitalityPointUp.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/VitalityPointUp.java
index 40eaa73fb0e2026923da38c5ce1dadc02bad485e..cd0fa0633d05a7df7f6bbf1c205909a12d2cdc93 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/VitalityPointUp.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/VitalityPointUp.java
@@ -18,27 +18,21 @@
  */
 package handlers.effecthandlers;
 
-import com.l2jserver.gameserver.model.effects.EffectTemplate;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
-import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.StatsSet;
+import com.l2jserver.gameserver.model.conditions.Condition;
+import com.l2jserver.gameserver.model.effects.AbstractEffect;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.network.serverpackets.UserInfo;
 
 /**
  * Vitality Point Up effect implementation.
  * @author Adry_85
  */
-public class VitalityPointUp extends L2Effect
+public final class VitalityPointUp extends AbstractEffect
 {
-	public VitalityPointUp(Env env, EffectTemplate template)
+	public VitalityPointUp(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
 	{
-		super(env, template);
-	}
-	
-	@Override
-	public L2EffectType getEffectType()
-	{
-		return L2EffectType.NONE;
+		super(attachCond, applyCond, set, params);
 	}
 	
 	@Override
@@ -48,12 +42,12 @@ public class VitalityPointUp extends L2Effect
 	}
 	
 	@Override
-	public boolean onStart()
+	public boolean onStart(BuffInfo info)
 	{
-		if ((getEffected() != null) && getEffected().isPlayer())
+		if ((info.getEffected() != null) && info.getEffected().isPlayer())
 		{
-			getEffected().getActingPlayer().updateVitalityPoints((float) calc(), false, false);
-			getEffected().getActingPlayer().sendPacket(new UserInfo(getEffected().getActingPlayer()));
+			info.getEffected().getActingPlayer().updateVitalityPoints((float) getValue(), false, false);
+			info.getEffected().getActingPlayer().sendPacket(new UserInfo(info.getEffected().getActingPlayer()));
 			return true;
 		}
 		return false;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/itemhandlers/EventItem.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/itemhandlers/EventItem.java
index 3e36ca9d9e992170093743ea0875eaa8d77b1a61..ce9ded41b04f9850cdec1c713cb700d8ff8b0987 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/itemhandlers/EventItem.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/itemhandlers/EventItem.java
@@ -96,7 +96,7 @@ public class EventItem implements IItemHandler
 				final int enemyTeam = holder.getPlayerTeam(pc);
 				if ((enemyTeam != -1) && (enemyTeam != team))
 				{
-					sk.getEffects(castor, pc);
+					sk.applyEffects(castor, null, pc, null, false, false);
 				}
 			}
 			return true;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/itemhandlers/ItemSkillsTemplate.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/itemhandlers/ItemSkillsTemplate.java
index 73c1e62b24c5a98e73e17ce0cb1cd3f56c4cd756..953a0c799081959ef67053e8b15e3819afaa2606 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/itemhandlers/ItemSkillsTemplate.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/itemhandlers/ItemSkillsTemplate.java
@@ -71,8 +71,6 @@ public class ItemSkillsTemplate implements IItemHandler
 			return false;
 		}
 		
-		int skillId;
-		int skillLvl;
 		final L2PcInstance activeChar = playable.getActingPlayer();
 		for (SkillHolder skillInfo : skills)
 		{
@@ -121,37 +119,6 @@ public class ItemSkillsTemplate implements IItemHandler
 					sm.addSkillName(itemSkill);
 					playable.sendPacket(sm);
 				}
-				else
-				{
-					skillId = skillInfo.getSkillId();
-					skillLvl = skillInfo.getSkillLvl();
-					// Short buff icon for healing potions.
-					switch (skillId)
-					{
-						case 2031:
-						case 2032:
-						case 2037:
-						case 26025:
-						case 26026:
-							final int buffId = activeChar.getShortBuffTaskSkillId();
-							if ((skillId == 2037) || (skillId == 26025))
-							{
-								activeChar.shortBuffStatusUpdate(skillId, skillLvl, itemSkill.getAbnormalTime());
-							}
-							else if (((skillId == 2032) || (skillId == 26026)) && (buffId != 2037) && (buffId != 26025))
-							{
-								activeChar.shortBuffStatusUpdate(skillId, skillLvl, itemSkill.getAbnormalTime());
-							}
-							else
-							{
-								if ((buffId != 2037) && (buffId != 26025) && (buffId != 2032) && (buffId != 26026))
-								{
-									activeChar.shortBuffStatusUpdate(skillId, skillLvl, itemSkill.getAbnormalTime());
-								}
-							}
-							break;
-					}
-				}
 				
 				if (item.isPotion() || item.isElixir() || (item.getItemType() == L2EtcItemType.HERB) || itemSkill.isSimultaneousCast())
 				{
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/skillhandlers/Continuous.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/skillhandlers/Continuous.java
index 4839aeb14793b2ab52ea94a29c18e61ff1d8ab62..358a1321747349aa05836e046ab5440b17eb7bf7 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/skillhandlers/Continuous.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/skillhandlers/Continuous.java
@@ -18,17 +18,13 @@
  */
 package handlers.skillhandlers;
 
-import java.util.List;
-
 import com.l2jserver.gameserver.enums.ShotType;
 import com.l2jserver.gameserver.handler.ISkillHandler;
 import com.l2jserver.gameserver.instancemanager.DuelManager;
 import com.l2jserver.gameserver.model.L2Object;
 import com.l2jserver.gameserver.model.actor.L2Character;
-import com.l2jserver.gameserver.model.actor.L2Summon;
 import com.l2jserver.gameserver.model.actor.instance.L2ClanHallManagerInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.gameserver.model.skills.L2SkillType;
 import com.l2jserver.gameserver.model.stats.Env;
@@ -100,47 +96,23 @@ public class Continuous implements ISkillHandler
 			{
 				if (skill.isToggle())
 				{
-					List<L2Effect> effects = target.getAllEffects();
-					if (effects != null)
-					{
-						for (L2Effect e : effects)
-						{
-							if (e != null)
-							{
-								if (e.getSkill().getId() == skill.getId())
-								{
-									e.exit();
-									return;
-								}
-							}
-						}
-					}
+					target.stopSkillEffects(true, skill.getId());
 				}
 				
-				// if this is a debuff let the duel manager know about it
-				// so the debuff can be removed after the duel
-				// (player & target must be in the same duel)
+				// Apply effects
+				final Env env = new Env(shld, ss, sps, bss);
+				skill.applyEffects(activeChar, null, target, env, false, false);
+				
+				// If this is a bad skill notify the duel manager, so it can be removed after the duel (player & target must be in the same duel).
 				if (target.isPlayer() && target.getActingPlayer().isInDuel() && (player != null) && (player.getDuelId() == target.getActingPlayer().getDuelId()))
 				{
-					DuelManager dm = DuelManager.getInstance();
-					for (L2Effect buff : skill.getEffects(activeChar, target, new Env(shld, ss, sps, bss)))
-					{
-						if (buff != null)
-						{
-							dm.onBuff(target.getActingPlayer(), buff);
-						}
-					}
+					DuelManager.getInstance().onBuff(target.getActingPlayer(), skill);
 				}
-				else
+				else if (target.hasServitor() && (target.getSummon() != activeChar))
 				{
-					List<L2Effect> effects = skill.getEffects(activeChar, target, new Env(shld, ss, sps, bss));
-					L2Summon summon = target.getSummon();
-					if ((summon != null) && (summon != activeChar) && summon.isServitor() && !effects.isEmpty())
+					if (skill.isHeroSkill() || skill.isStatic()) // TODO: Can be stolen.
 					{
-						if (effects.get(0).canBeStolen() || skill.isHeroSkill() || skill.isStatic())
-						{
-							skill.getEffects(activeChar, target.getSummon(), new Env(shld, ss, sps, bss));
-						}
+						skill.applyEffects(activeChar, null, target.getSummon(), env, false, false);
 					}
 				}
 			}
@@ -150,17 +122,7 @@ public class Continuous implements ISkillHandler
 			}
 		}
 		
-		// self Effect :]
-		if (skill.hasSelfEffects())
-		{
-			final L2Effect effect = activeChar.getFirstEffect(skill.getId());
-			if ((effect != null) && effect.isSelfEffect())
-			{
-				// Replace old effect with new one.
-				effect.exit();
-			}
-			skill.getEffectsSelf(activeChar);
-		}
+		skill.applyEffects(activeChar, null, activeChar, null, true, false);
 		
 		activeChar.setChargedShot(bss ? ShotType.BLESSED_SPIRITSHOTS : ShotType.SPIRITSHOTS, false);
 	}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/skillhandlers/Detection.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/skillhandlers/Detection.java
index a964746b9a1834a521adde98773ca429d96ef710..71f854e153225d3fe6c6e692fd9420601208212b 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/skillhandlers/Detection.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/skillhandlers/Detection.java
@@ -22,8 +22,7 @@ import com.l2jserver.gameserver.handler.ISkillHandler;
 import com.l2jserver.gameserver.model.L2Object;
 import com.l2jserver.gameserver.model.actor.L2Character;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
-import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.skills.AbnormalType;
 import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.gameserver.model.skills.L2SkillType;
 
@@ -67,11 +66,8 @@ public class Detection implements ISkillHandler
 						continue;
 					}
 					
-					L2Effect eHide = target.getFirstEffect(L2EffectType.HIDE);
-					if (eHide != null)
-					{
-						eHide.exit();
-					}
+					// Remove Hide.
+					target.getEffectList().stopSkillEffects(true, AbnormalType.HIDE);
 				}
 			}
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/skillhandlers/Dummy.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/skillhandlers/Dummy.java
index ae155c9fade41b73bcb7b02e70a2dd7a5d432d8f..c0c6fc5b019b632fd8b1e7977b9ad077f488a98c 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/skillhandlers/Dummy.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/skillhandlers/Dummy.java
@@ -26,7 +26,6 @@ import com.l2jserver.gameserver.model.L2Object;
 import com.l2jserver.gameserver.model.actor.L2Character;
 import com.l2jserver.gameserver.model.actor.instance.L2BlockInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.gameserver.model.skills.L2SkillType;
 import com.l2jserver.gameserver.model.stats.Formulas;
@@ -64,11 +63,11 @@ public class Dummy implements ISkillHandler
 					{
 						if (Formulas.calcBuffDebuffReflection(target, skill))
 						{
-							skill.getEffects(target, activeChar);
+							skill.applyEffects(target, null, activeChar, null, false, false);
 						}
 						else
 						{
-							skill.getEffects(activeChar, target);
+							skill.applyEffects(activeChar, null, target, null, false, false);
 						}
 					}
 				}
@@ -79,13 +78,11 @@ public class Dummy implements ISkillHandler
 		// Self Effect
 		if (skill.hasSelfEffects())
 		{
-			final L2Effect effect = activeChar.getFirstEffect(skill.getId());
-			if ((effect != null) && effect.isSelfEffect())
+			if (activeChar.isAffectedBySkill(skill.getId()))
 			{
-				// Replace old effect with new one.
-				effect.exit();
+				activeChar.stopSkillEffects(true, skill.getId());
 			}
-			skill.getEffectsSelf(activeChar);
+			skill.applyEffects(activeChar, null, activeChar, null, true, false);
 		}
 		
 		if (skill.useSpiritShot())
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/targethandlers/ClanMember.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/targethandlers/ClanMember.java
index 86bec5bf23cbfbcf00dee7ad1560df01a716e7c4..d03a03b08e7b61a7d8c79f7737446fc80b61c031 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/targethandlers/ClanMember.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/targethandlers/ClanMember.java
@@ -59,7 +59,7 @@ public class ClanMember implements ITargetTypeHandler
 					{
 						continue;
 					}
-					if (((L2Npc) newTarget).getFirstEffect(skill) != null)
+					if (((L2Npc) newTarget).isAffectedBySkill(skill.getId()))
 					{
 						continue;
 					}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/voicedcommandhandlers/Wedding.java b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/voicedcommandhandlers/Wedding.java
index ad9b4fea9c8c37abaf77a55e37249256e7bcb13e..de5851c6d87a669eac8a13a00c3eeb8545ace4df 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/handlers/voicedcommandhandlers/Wedding.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/handlers/voicedcommandhandlers/Wedding.java
@@ -38,9 +38,9 @@ import com.l2jserver.gameserver.instancemanager.SiegeManager;
 import com.l2jserver.gameserver.model.L2World;
 import com.l2jserver.gameserver.model.Location;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.AbnormalEffect;
 import com.l2jserver.gameserver.model.entity.L2Event;
 import com.l2jserver.gameserver.model.entity.TvTEvent;
+import com.l2jserver.gameserver.model.skills.AbnormalVisualEffect;
 import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.gameserver.model.zone.ZoneId;
 import com.l2jserver.gameserver.network.SystemMessageId;
@@ -48,10 +48,10 @@ import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
 import com.l2jserver.gameserver.network.serverpackets.ConfirmDlg;
 import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
 import com.l2jserver.gameserver.network.serverpackets.SetupGauge;
-import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
 import com.l2jserver.gameserver.util.Broadcast;
 
 /**
+ * Wedding voiced commands handler.
  * @author evill33t
  */
 public class Wedding implements IVoicedCommandHandler
@@ -150,7 +150,7 @@ public class Wedding implements IVoicedCommandHandler
 			activeChar.sendMessage("You are already engaged.");
 			if (Config.L2JMOD_WEDDING_PUNISH_INFIDELITY)
 			{
-				activeChar.startAbnormalEffect(AbnormalEffect.BIG_HEAD); // give player a Big Head
+				activeChar.startAbnormalEffect(AbnormalVisualEffect.BIG_HEAD); // give player a Big Head
 				// lets recycle the sevensigns debuffs
 				int skillId;
 				
@@ -171,12 +171,9 @@ public class Wedding implements IVoicedCommandHandler
 				}
 				
 				final L2Skill skill = SkillTable.getInstance().getInfo(skillId, skillLevel);
-				if (activeChar.getFirstEffect(skill) == null)
+				if (!activeChar.isAffectedBySkill(skillId))
 				{
-					skill.getEffects(activeChar, activeChar);
-					final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
-					sm.addSkillName(skill);
-					activeChar.sendPacket(sm);
+					skill.applyEffects(activeChar, null, activeChar, null, false, false);
 				}
 			}
 			return false;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/hellbound/BaseTower/BaseTower.java b/L2J_DataPack_BETA/dist/game/data/scripts/hellbound/BaseTower/BaseTower.java
index 0df40873810be77d31dd62dac021320d819530cf..4272c2f64e9ddd58431c6c2bf0f4243cf8d7306a 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/hellbound/BaseTower/BaseTower.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/hellbound/BaseTower/BaseTower.java
@@ -26,7 +26,6 @@ import com.l2jserver.gameserver.datatables.DoorTable;
 import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
 import com.l2jserver.gameserver.model.base.ClassId;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.holders.SkillHolder;
 import com.l2jserver.gameserver.model.quest.Quest;
 
@@ -104,11 +103,7 @@ public class BaseTower extends Quest
 					final L2PcInstance pl = BODY_DESTROYER_TARGET_LIST.get(npc.getObjectId());
 					if ((pl != null) && pl.isOnline() && !pl.isDead())
 					{
-						final L2Effect e = pl.getFirstEffect(DEATH_WORD.getSkill());
-						if (e != null)
-						{
-							e.exit();
-						}
+						pl.stopSkillEffects(true, DEATH_WORD.getSkillId());
 					}
 					
 					BODY_DESTROYER_TARGET_LIST.remove(npc.getObjectId());
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/hellbound/TowerOfInfinitum/TowerOfInfinitum.java b/L2J_DataPack_BETA/dist/game/data/scripts/hellbound/TowerOfInfinitum/TowerOfInfinitum.java
index 1d1ea930230300baaf8e2c091296b12657bae2d6..655f5db98741ef3f9c5ca9fd719470c945aafcab 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/hellbound/TowerOfInfinitum/TowerOfInfinitum.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/hellbound/TowerOfInfinitum/TowerOfInfinitum.java
@@ -113,7 +113,7 @@ public class TowerOfInfinitum extends Quest
 				{
 					for (L2PcInstance partyMember : party.getMembers())
 					{
-						if (!Util.checkIfInRange(300, partyMember, npc, true) || (partyMember.getFirstEffect(PASS_SKILL) == null))
+						if (!Util.checkIfInRange(300, partyMember, npc, true) || !partyMember.isAffectedBySkill(PASS_SKILL))
 						{
 							return "32302-02.htm";
 						}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/instances/CrystalCaverns/CrystalCaverns.java b/L2J_DataPack_BETA/dist/game/data/scripts/instances/CrystalCaverns/CrystalCaverns.java
index 60c9f1f6a6f2fb93741e991245cebac3798e5274..7e43f3c941a5f8558589bb0bec81b18e0c48f800 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/instances/CrystalCaverns/CrystalCaverns.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/instances/CrystalCaverns/CrystalCaverns.java
@@ -2104,7 +2104,7 @@ public class CrystalCaverns extends Quest
 				{
 					teleportPlayer(player, new Location(144653, 152606, -12126), world.getInstanceId());
 					player.stopSkillEffects(true, 5239);
-					SkillTable.getInstance().getInfo(5239, 1).getEffects(player, player);
+					SkillTable.getInstance().getInfo(5239, 1).applyEffects(player, null, player, null, false, false);
 					startQuestTimer("Timer2", 300000, npc, player);
 				}
 			}
@@ -2273,7 +2273,7 @@ public class CrystalCaverns extends Quest
 					double nowHp = npc.getStatus().getCurrentHp();
 					int rand = getRandom(100);
 					
-					if ((nowHp < (maxHp * 0.2)) && (world._raidStatus < 3) && (npc.getFirstEffect(5224) == null) && (npc.getFirstEffect(5225) == null))
+					if ((nowHp < (maxHp * 0.2)) && (world._raidStatus < 3) && !npc.isAffectedBySkill(5224) && !npc.isAffectedBySkill(5225))
 					{
 						if ((nowHp < (maxHp * 0.15)) && (world._raidStatus == 2))
 						{
@@ -2287,7 +2287,7 @@ public class CrystalCaverns extends Quest
 							startQuestTimer("baylor_remove_invul", 30000, world._baylor, null);
 						}
 					}
-					else if ((nowHp < (maxHp * 0.3)) && (rand > 50) && (npc.getFirstEffect(5225) == null) && (npc.getFirstEffect(5224) == null))
+					else if ((nowHp < (maxHp * 0.3)) && (rand > 50) && !npc.isAffectedBySkill(5225) && !npc.isAffectedBySkill(5224))
 					{
 						npc.doCast(SkillTable.getInstance().getInfo(5224, 1));
 					}
@@ -2537,14 +2537,14 @@ public class CrystalCaverns extends Quest
 						{
 							if (partyMember.getInstanceId() == world.getInstanceId())
 							{
-								SkillTable.getInstance().getInfo(5239, 1).getEffects(partyMember, partyMember);
+								SkillTable.getInstance().getInfo(5239, 1).applyEffects(partyMember, null, partyMember, null, false, false);
 								startQuestTimer("Timer2", 300000, npc, partyMember);
 							}
 						}
 					}
 					else
 					{
-						SkillTable.getInstance().getInfo(5239, 1).getEffects(player, player);
+						SkillTable.getInstance().getInfo(5239, 1).applyEffects(player, null, player, null, false, false);
 						startQuestTimer("Timer2", 300000, npc, player);
 					}
 					startQuestTimer("Timer21", 300000, npc, null);
@@ -2763,7 +2763,7 @@ public class CrystalCaverns extends Quest
 								if (partyMember.getInstanceId() == world.getInstanceId())
 								{
 									partyMember.stopSkillEffects(true, 5239);
-									SkillTable.getInstance().getInfo(5239, 2).getEffects(partyMember, partyMember);
+									SkillTable.getInstance().getInfo(5239, 2).applyEffects(partyMember, null, partyMember, null, false, false);
 									startQuestTimer("Timer3", 600000, npc, partyMember);
 								}
 							}
@@ -2771,7 +2771,7 @@ public class CrystalCaverns extends Quest
 						else
 						{
 							player.stopSkillEffects(true, 5239);
-							SkillTable.getInstance().getInfo(5239, 2).getEffects(player, player);
+							SkillTable.getInstance().getInfo(5239, 2).applyEffects(player, null, player, null, false, false);
 							startQuestTimer("Timer3", 600000, npc, player);
 						}
 						startQuestTimer("Timer31", 600000, npc, null);
@@ -2791,7 +2791,7 @@ public class CrystalCaverns extends Quest
 								if (partyMember.getInstanceId() == world.getInstanceId())
 								{
 									partyMember.stopSkillEffects(true, 5239);
-									SkillTable.getInstance().getInfo(5239, 4).getEffects(partyMember, partyMember);
+									SkillTable.getInstance().getInfo(5239, 4).applyEffects(partyMember, null, partyMember, null, false, false);
 									startQuestTimer("Timer4", 1200000, npc, partyMember);
 								}
 							}
@@ -2799,7 +2799,7 @@ public class CrystalCaverns extends Quest
 						else
 						{
 							player.stopSkillEffects(true, 5239);
-							SkillTable.getInstance().getInfo(5239, 4).getEffects(player, player);
+							SkillTable.getInstance().getInfo(5239, 4).applyEffects(player, null, player, null, false, false);
 							startQuestTimer("Timer4", 1200000, npc, player);
 						}
 						startQuestTimer("Timer41", 1200000, npc, null);
@@ -2819,7 +2819,7 @@ public class CrystalCaverns extends Quest
 								if (partyMember.getInstanceId() == world.getInstanceId())
 								{
 									partyMember.stopSkillEffects(true, 5239);
-									SkillTable.getInstance().getInfo(5239, 3).getEffects(partyMember, partyMember);
+									SkillTable.getInstance().getInfo(5239, 3).applyEffects(partyMember, null, partyMember, null, false, false);
 									startQuestTimer("Timer5", 900000, npc, partyMember);
 								}
 							}
@@ -2827,7 +2827,7 @@ public class CrystalCaverns extends Quest
 						else
 						{
 							player.stopSkillEffects(true, 5239);
-							SkillTable.getInstance().getInfo(5239, 3).getEffects(player, player);
+							SkillTable.getInstance().getInfo(5239, 3).applyEffects(player, null, player, null, false, false);
 							startQuestTimer("Timer5", 900000, npc, player);
 						}
 						startQuestTimer("Timer51", 900000, npc, null);
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/instances/HellboundTown/HellboundTown.java b/L2J_DataPack_BETA/dist/game/data/scripts/instances/HellboundTown/HellboundTown.java
index b8476bf1f3c74ee8c562c071a78aaa68666fed1e..4613f1d0f2ead4095211e0e48186ac4ddf717e65 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/instances/HellboundTown/HellboundTown.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/instances/HellboundTown/HellboundTown.java
@@ -29,7 +29,6 @@ import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2QuestGuardInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.entity.Instance;
 import com.l2jserver.gameserver.model.holders.SkillHolder;
 import com.l2jserver.gameserver.model.instancezone.InstanceWorld;
@@ -115,7 +114,7 @@ public class HellboundTown extends Quest
 	@Override
 	public final String onFirstTalk(L2Npc npc, L2PcInstance player)
 	{
-		if (npc.getFirstEffect(STONE.getSkill()) == null)
+		if (!npc.isAffectedBySkill(STONE.getSkillId()))
 		{
 			return "32358-02.htm";
 		}
@@ -194,11 +193,11 @@ public class HellboundTown extends Quest
 			{
 				if (event.equalsIgnoreCase("rebuff") && !world.isAmaskariDead)
 				{
-					STONE.getSkill().getEffects(npc, npc);
+					STONE.getSkill().applyEffects(npc, null, npc, null, false, false);
 				}
 				else if (event.equalsIgnoreCase("break_chains"))
 				{
-					if ((npc.getFirstEffect(STONE.getSkill()) == null) || world.isAmaskariDead)
+					if (!npc.isAffectedBySkill(STONE.getSkillId()) || world.isAmaskariDead)
 					{
 						npc.broadcastPacket(new NpcSay(npc.getObjectId(), Say2.NPC_ALL, npc.getId(), NATIVES_NPCSTRING_ID[0]));
 						npc.broadcastPacket(new NpcSay(npc.getObjectId(), Say2.NPC_ALL, npc.getId(), NATIVES_NPCSTRING_ID[2]));
@@ -206,13 +205,11 @@ public class HellboundTown extends Quest
 					else
 					{
 						cancelQuestTimer("rebuff", npc, null);
-						for (L2Effect e : npc.getAllEffects())
+						if (npc.isAffectedBySkill(STONE.getSkillId()))
 						{
-							if (e.getSkill() == STONE.getSkill())
-							{
-								e.exit();
-							}
+							npc.stopSkillEffects(false, STONE.getSkillId());
 						}
+						
 						npc.broadcastPacket(new NpcSay(npc.getObjectId(), Say2.NPC_ALL, npc.getId(), NATIVES_NPCSTRING_ID[0]));
 						npc.broadcastPacket(new NpcSay(npc.getObjectId(), Say2.NPC_ALL, npc.getId(), NATIVES_NPCSTRING_ID[1]));
 						HellboundManager.getInstance().updateTrust(10, true);
@@ -241,7 +238,7 @@ public class HellboundTown extends Quest
 		{
 			((L2QuestGuardInstance) npc).setPassive(true);
 			((L2QuestGuardInstance) npc).setAutoAttackable(false);
-			STONE.getSkill().getEffects(npc, npc);
+			STONE.getSkill().applyEffects(npc, null, npc, null, false, false);
 			startQuestTimer("rebuff", 357000, npc, null);
 		}
 		else if ((npc.getId() == TOWN_GUARD) || (npc.getId() == KEYMASTER))
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/instances/HideoutOfTheDawn/HideoutOfTheDawn.java b/L2J_DataPack_BETA/dist/game/data/scripts/instances/HideoutOfTheDawn/HideoutOfTheDawn.java
index edc8c227f62e16267ca6c14b41f4a963ea729419..ec8035500f4ef835a9e851efd5cff203e0bffcb1 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/instances/HideoutOfTheDawn/HideoutOfTheDawn.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/instances/HideoutOfTheDawn/HideoutOfTheDawn.java
@@ -23,10 +23,8 @@ import com.l2jserver.gameserver.model.Location;
 import com.l2jserver.gameserver.model.actor.L2Character;
 import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.instancezone.InstanceWorld;
 import com.l2jserver.gameserver.model.quest.Quest;
-import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.gameserver.network.SystemMessageId;
 
 /**
@@ -112,34 +110,10 @@ public class HideoutOfTheDawn extends Quest
 	
 	private static final void removeBuffs(L2Character ch)
 	{
-		for (L2Effect e : ch.getAllEffects())
+		ch.stopAllEffectsExceptThoseThatLastThroughDeath();
+		if (ch.hasSummon())
 		{
-			if (e == null)
-			{
-				continue;
-			}
-			L2Skill skill = e.getSkill();
-			if (skill.isDebuff() || skill.isStayAfterDeath())
-			{
-				continue;
-			}
-			e.exit();
-		}
-		if (ch.getSummon() != null)
-		{
-			for (L2Effect e : ch.getSummon().getAllEffects())
-			{
-				if (e == null)
-				{
-					continue;
-				}
-				L2Skill skill = e.getSkill();
-				if (skill.isDebuff() || skill.isStayAfterDeath())
-				{
-					continue;
-				}
-				e.exit();
-			}
+			ch.getSummon().stopAllEffectsExceptThoseThatLastThroughDeath();
 		}
 	}
 	
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/instances/Kamaloka/Kamaloka.java b/L2J_DataPack_BETA/dist/game/data/scripts/instances/Kamaloka/Kamaloka.java
index 0e5cb819ebb1c40f263cb82e6e58b8e6daea8034..359734af50aeba30ea5bed32f06b6dc0cbd31d92 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/instances/Kamaloka/Kamaloka.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/instances/Kamaloka/Kamaloka.java
@@ -35,10 +35,11 @@ import com.l2jserver.gameserver.model.actor.L2Character;
 import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.entity.Instance;
 import com.l2jserver.gameserver.model.instancezone.InstanceWorld;
+import com.l2jserver.gameserver.model.interfaces.IL2Procedure;
 import com.l2jserver.gameserver.model.quest.Quest;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 import com.l2jserver.gameserver.model.skills.L2Skill;
 import com.l2jserver.gameserver.network.SystemMessageId;
 import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
@@ -178,7 +179,7 @@ public class Kamaloka extends Quest
 	/*
 	 * List of buffs NOT removed on enter from player and pet On retail only newbie guide buffs not removed CAUTION: array must be sorted in ascension order !
 	 */
-	private static final int[] BUFFS_WHITELIST =
+	protected static final int[] BUFFS_WHITELIST =
 	{
 		4322,
 		4323,
@@ -1259,6 +1260,19 @@ public class Kamaloka extends Quest
 		31340
 	};
 	
+	private static final IL2Procedure<BuffInfo> REMOVE_BUFFS = new IL2Procedure<BuffInfo>()
+	{
+		@Override
+		public boolean execute(BuffInfo info)
+		{
+			if ((info != null) && !info.getSkill().isStayAfterDeath() && (Arrays.binarySearch(BUFFS_WHITELIST, info.getSkill().getId()) < 0))
+			{
+				info.getEffected().getEffectList().stopSkillEffects(true, info.getSkill());
+			}
+			return true;
+		}
+	};
+	
 	protected class KamaWorld extends InstanceWorld
 	{
 		public int index; // 0-18 index of the kama type in arrays
@@ -1354,42 +1368,11 @@ public class Kamaloka extends Quest
 	 */
 	private static final void removeBuffs(L2Character ch)
 	{
-		for (L2Effect e : ch.getAllEffects())
-		{
-			if (e == null)
-			{
-				continue;
-			}
-			L2Skill skill = e.getSkill();
-			if (skill.isDebuff() || skill.isStayAfterDeath())
-			{
-				continue;
-			}
-			if (Arrays.binarySearch(BUFFS_WHITELIST, skill.getId()) >= 0)
-			{
-				continue;
-			}
-			e.exit();
-		}
-		if (ch.getSummon() != null)
+		ch.getEffectList().forEach(REMOVE_BUFFS, false);
+		
+		if (ch.hasSummon())
 		{
-			for (L2Effect e : ch.getSummon().getAllEffects())
-			{
-				if (e == null)
-				{
-					continue;
-				}
-				L2Skill skill = e.getSkill();
-				if (skill.isDebuff() || skill.isStayAfterDeath())
-				{
-					continue;
-				}
-				if (Arrays.binarySearch(BUFFS_WHITELIST, skill.getId()) >= 0)
-				{
-					continue;
-				}
-				e.exit();
-			}
+			ch.getSummon().getEffectList().forEach(REMOVE_BUFFS, false);
 		}
 	}
 	
@@ -1710,7 +1693,7 @@ public class Kamaloka extends Quest
 							final L2Skill skill = SkillTable.getInstance().getInfo(skillId, skillLvl);
 							if (skill != null)
 							{
-								skill.getEffects(world.boss, world.boss);
+								skill.applyEffects(world.boss, null, world.boss, null, false, false);
 							}
 						}
 					}
@@ -1751,7 +1734,7 @@ public class Kamaloka extends Quest
 							final L2Skill skill = SkillTable.getInstance().getInfo(skillId, skillLvl);
 							if (skill != null)
 							{
-								skill.getEffects(world.boss, world.boss);
+								skill.applyEffects(world.boss, null, world.boss, null, false, false);
 							}
 						}
 					}
@@ -1774,7 +1757,7 @@ public class Kamaloka extends Quest
 						final L2Skill skill = SkillTable.getInstance().getInfo(skillId, skillLvl);
 						if (skill != null)
 						{
-							skill.getEffects(world.boss, world.boss);
+							skill.applyEffects(world.boss, null, world.boss, null, false, false);
 						}
 					}
 				}
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/instances/NornilsGarden/NornilsGarden.java b/L2J_DataPack_BETA/dist/game/data/scripts/instances/NornilsGarden/NornilsGarden.java
index 8d881e9a062e9cfd21440f6247f5e56107e3acc8..b7e07c06ac9b67c231e5607df733da9c36a56fe0 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/instances/NornilsGarden/NornilsGarden.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/instances/NornilsGarden/NornilsGarden.java
@@ -29,7 +29,6 @@ import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.entity.Instance;
 import com.l2jserver.gameserver.model.instancezone.InstanceWorld;
 import com.l2jserver.gameserver.model.quest.Quest;
@@ -196,38 +195,26 @@ public class NornilsGarden extends Quest
 	
 	private static final void removeBuffs(L2Character ch)
 	{
-		for (L2Effect e : ch.getAllEffects())
-		{
-			if (e == null)
-			{
-				continue;
-			}
-			L2Skill skill = e.getSkill();
-			if (skill.isDebuff() || skill.isStayAfterDeath())
-			{
-				continue;
-			}
-			e.exit();
-		}
+		ch.stopAllEffectsExceptThoseThatLastThroughDeath();
 	}
 	
 	private static final void giveBuffs(L2Character ch)
 	{
 		if (skill1 != null)
 		{
-			skill1.getEffects(ch, ch);
+			skill1.applyEffects(ch, null, ch, null, false, false);
 		}
 		if (skill2 != null)
 		{
-			skill2.getEffects(ch, ch);
+			skill2.applyEffects(ch, null, ch, null, false, false);
 		}
 		if (skill3 != null)
 		{
-			skill3.getEffects(ch, ch);
+			skill3.applyEffects(ch, null, ch, null, false, false);
 		}
 		if (skill4 != null)
 		{
-			skill4.getEffects(ch, ch);
+			skill4.applyEffects(ch, null, ch, null, false, false);
 		}
 	}
 	
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/mods/eventmodRabbits/eventmodRabbits.java b/L2J_DataPack_BETA/dist/game/data/scripts/mods/eventmodRabbits/eventmodRabbits.java
index ad257842c5e7ed567406093a618879666a4f898e..a37bf2953ab74f95a9cf90861fd1c59ed243e7e5 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/mods/eventmodRabbits/eventmodRabbits.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/mods/eventmodRabbits/eventmodRabbits.java
@@ -217,7 +217,7 @@ public class eventmodRabbits extends Event
 				player.untransform();
 			}
 			
-			SkillTable.getInstance().getInfo(2428, 1).getEffects(npc, player);
+			SkillTable.getInstance().getInfo(2428, 1).applyEffects(npc, null, player, null, false, false);
 			
 			return null;
 		}
@@ -270,7 +270,7 @@ public class eventmodRabbits extends Event
 		// So... Apply raid curse if player don't use skill on chest but attack it
 		if (_isactive && (npc.getId() == _npc_chest))
 		{
-			SkillTable.getInstance().getInfo(4515, 1).getEffects(npc, attacker);
+			SkillTable.getInstance().getInfo(4515, 1).applyEffects(npc, null, attacker, null, false, false);
 		}
 		
 		return super.onAttack(npc, attacker, damage, isSummon);
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/mods/eventmodRace/eventmodRace.java b/L2J_DataPack_BETA/dist/game/data/scripts/mods/eventmodRace/eventmodRace.java
index 39a9a35243dd4ca79ff55db3e3400d6bb684fc2b..432cc913f77447c273b12e4a75e6112d75d2a94c 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/mods/eventmodRace/eventmodRace.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/mods/eventmodRace/eventmodRace.java
@@ -29,7 +29,6 @@ import com.l2jserver.gameserver.ThreadPoolManager;
 import com.l2jserver.gameserver.datatables.SkillTable;
 import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.quest.Event;
 import com.l2jserver.gameserver.model.quest.QuestState;
 import com.l2jserver.gameserver.model.skills.AbnormalType;
@@ -344,7 +343,7 @@ public class eventmodRace extends Event
 		}
 		else if (event.equalsIgnoreCase("finish"))
 		{
-			if (player.getFirstEffect(_skill) != null)
+			if (player.isAffectedBySkill(_skill))
 			{
 				winRace(player);
 				return "900104-winner.htm";
@@ -411,20 +410,10 @@ public class eventmodRace extends Event
 			player.standUp();
 		}
 		
-		for (L2Effect e : player.getAllEffects())
-		{
-			if (e.getSkill().getAbnormalType() == AbnormalType.SPEED_UP)
-			{
-				e.exit();
-			}
-			// Song of Wind
-			if ((e.getSkill() != null) && ((e.getSkill().getId() == 268) || (e.getSkill().getId() == 298)))
-			{
-				e.exit();
-			}
-		}
-		
-		SkillTable.getInstance().getInfo(_skill, 1).getEffects(player, player);
+		player.getEffectList().stopSkillEffects(true, AbnormalType.SPEED_UP);
+		player.stopSkillEffects(true, 268);
+		player.stopSkillEffects(true, 298); // Rabbit Spirit Totem
+		SkillTable.getInstance().getInfo(_skill, 1).applyEffects(player, null, player, null, false, false);
 	}
 	
 	private void sendMessage(L2PcInstance player, String text)
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/quests/Q00053_LinnaeusSpecialBait/Q00053_LinnaeusSpecialBait.java b/L2J_DataPack_BETA/dist/game/data/scripts/quests/Q00053_LinnaeusSpecialBait/Q00053_LinnaeusSpecialBait.java
index 7903833b04e05a22fafda4c15e1f65dd5e36e914..cb8337ef2acf11ca94508ab9013647b58906a760 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/quests/Q00053_LinnaeusSpecialBait/Q00053_LinnaeusSpecialBait.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/quests/Q00053_LinnaeusSpecialBait/Q00053_LinnaeusSpecialBait.java
@@ -22,10 +22,10 @@ import com.l2jserver.Config;
 import com.l2jserver.gameserver.enums.QuestSound;
 import com.l2jserver.gameserver.model.actor.L2Npc;
 import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
-import com.l2jserver.gameserver.model.effects.L2Effect;
 import com.l2jserver.gameserver.model.quest.Quest;
 import com.l2jserver.gameserver.model.quest.QuestState;
 import com.l2jserver.gameserver.model.quest.State;
+import com.l2jserver.gameserver.model.skills.BuffInfo;
 
 /**
  * Linnaeus Special Bait (53)<br>
@@ -146,10 +146,10 @@ public class Q00053_LinnaeusSpecialBait extends Quest
 		if (!ALT_IGNORE_FISHING)
 		{
 			level = player.getSkillLevel(1315);
-			L2Effect effect = player.getFirstEffect(2274);
-			if (effect != null)
+			final BuffInfo info = player.getEffectList().getBuffInfoBySkillId(2274);
+			if (info != null)
 			{
-				level = (int) effect.getSkill().getPower();
+				level = (int) info.getSkill().getPower();
 			}
 		}
 		return level;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/quests/Q10273_GoodDayToFly/Q10273_GoodDayToFly.java b/L2J_DataPack_BETA/dist/game/data/scripts/quests/Q10273_GoodDayToFly/Q10273_GoodDayToFly.java
index 21be0ecd47fc02cec4579cefc81e0c98d8c4ce21..c8ebd88ad34e006d4d4a75954dcaf04c7fa6f731 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/quests/Q10273_GoodDayToFly/Q10273_GoodDayToFly.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/quests/Q10273_GoodDayToFly/Q10273_GoodDayToFly.java
@@ -73,20 +73,20 @@ public class Q10273_GoodDayToFly extends Quest
 				break;
 			case "32557-09.html":
 				st.set("transform", "1");
-				AURA_BIRD_FALCON.getSkill().getEffects(player, player);
+				AURA_BIRD_FALCON.getSkill().applyEffects(player, null, player, null, false, false);
 				break;
 			case "32557-10.html":
 				st.set("transform", "2");
-				AURA_BIRD_OWL.getSkill().getEffects(player, player);
+				AURA_BIRD_OWL.getSkill().applyEffects(player, null, player, null, false, false);
 				break;
 			case "32557-13.html":
 				switch (st.getInt("transform"))
 				{
 					case 1:
-						AURA_BIRD_FALCON.getSkill().getEffects(player, player);
+						AURA_BIRD_FALCON.getSkill().applyEffects(player, null, player, null, false, false);
 						break;
 					case 2:
-						AURA_BIRD_OWL.getSkill().getEffects(player, player);
+						AURA_BIRD_OWL.getSkill().applyEffects(player, null, player, null, false, false);
 						break;
 				}
 				break;
diff --git a/L2J_DataPack_BETA/dist/game/data/scripts/quests/Q10275_ContainingTheAttributePower/Q10275_ContainingTheAttributePower.java b/L2J_DataPack_BETA/dist/game/data/scripts/quests/Q10275_ContainingTheAttributePower/Q10275_ContainingTheAttributePower.java
index 5c13bee0d5303c0bf4253a66cf8bcb22d808000e..a2cd4d8e4be712b57761a046d33b771a166f20ed 100644
--- a/L2J_DataPack_BETA/dist/game/data/scripts/quests/Q10275_ContainingTheAttributePower/Q10275_ContainingTheAttributePower.java
+++ b/L2J_DataPack_BETA/dist/game/data/scripts/quests/Q10275_ContainingTheAttributePower/Q10275_ContainingTheAttributePower.java
@@ -109,12 +109,12 @@ public class Q10275_ContainingTheAttributePower extends Quest
 				break;
 			case "32325-09.html":
 				st.setCond(5, true);
-				BLESSING_OF_FIRE.getSkill().getEffects(player, player);
+				BLESSING_OF_FIRE.getSkill().applyEffects(player, null, player, null, false, false);
 				st.giveItems(YINSWORD, 1, Elementals.FIRE, 10);
 				break;
 			case "32326-09.html":
 				st.setCond(10, true);
-				BLESSING_OF_EARTH.getSkill().getEffects(player, player);
+				BLESSING_OF_EARTH.getSkill().applyEffects(player, null, player, null, false, false);
 				st.giveItems(YANGSWORD, 1, Elementals.EARTH, 10);
 				break;
 		}
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/00000-00099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/00000-00099.xml
index fff241398621c0c83504b366949c88b8685c517f..df922e445fc1324f973c43f95ecb12f8c8a16dab 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/00000-00099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/00000-00099.xml
@@ -48,7 +48,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="2" levels="19" name="Confusion">
@@ -69,7 +69,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="RandomizeHate" noicon="1" val="0">
+			<effect name="RandomizeHate">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -97,7 +97,7 @@
 			<using kind="Sword,Big Sword,Blunt,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4" levels="2" name="Dash">
@@ -119,7 +119,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="#spd" />
 			</effect>
 		</for>
@@ -175,7 +175,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="EnergyAttack" noicon="1" val="0" />
+			<effect name="EnergyAttack" />
 		</for>
 	</skill>
 	<skill id="6" levels="37" name="Sonic Blaster" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -228,7 +228,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="EnergyAttack" noicon="1" val="0" />
+			<effect name="EnergyAttack" />
 		</for>
 	</skill>
 	<skill id="7" levels="28" name="Sonic Storm" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -283,7 +283,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="EnergyAttack" noicon="1" val="0" />
+			<effect name="EnergyAttack" />
 		</for>
 	</skill>
 	<skill id="8" levels="8" name="Sonic Focus">
@@ -307,7 +307,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="FocusEnergy" noicon="1" val="#maxCharges" />
+			<effect name="FocusEnergy" val="#maxCharges" />
 		</for>
 	</skill>
 	<skill id="9" levels="34" name="Sonic Buster" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -366,7 +366,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="EnergyAttack" noicon="1" val="0" />
+			<effect name="EnergyAttack" />
 		</for>
 	</skill>
 	<skill id="10" levels="8" name="Summon Storm Cubic" enchantGroup1="2">
@@ -391,12 +391,12 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="1" cubicDelay="10" cubicDuration="900" cubicMaxCount="30" cubicSkillChance="12" cubicPower="#cubicPower" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="1" cubicDelay="10" cubicDuration="900" cubicMaxCount="30" cubicSkillChance="12" cubicPower="#ench1Power" />
 			</effect>
 		</enchant1for>
@@ -419,10 +419,10 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="DeleteHateOfMe" noicon="1" val="0">
+			<effect name="DeleteHateOfMe">
 				<param chance="80" />
 			</effect>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -445,10 +445,10 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="RandomizeHate" noicon="1" val="0">
+			<effect name="RandomizeHate">
 				<param chance="80" />
 			</effect>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -475,6 +475,9 @@
 		<set name="summonTimeLostIdle" val="1000" />
 		<set name="summonTotalLifeTime" val="1200000" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="15" levels="52" name="Charm">
 		<!-- Confirmed CT2.5 -->
@@ -496,7 +499,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="AddHate" noicon="1" val="#power" />
+			<effect name="AddHate" val="#power" />
 		</for>
 	</skill>
 	<skill id="16" levels="24" name="Mortal Blow">
@@ -523,7 +526,7 @@
 			<using kind="Dagger" />
 		</cond>
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="17" levels="34" name="Force Burst" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -582,7 +585,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="EnergyAttack" noicon="1" val="0" />
+			<effect name="EnergyAttack" />
 		</for>
 	</skill>
 	<skill id="18" levels="37" name="Aura of Hate" enchantGroup1="1" enchantGroup2="1" enchantGroup3="1">
@@ -614,20 +617,20 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="TargetMe" val="0" />
-			<effect name="GetAgro" noicon="1" val="0" />
+			<effect name="TargetMe" />
+			<effect name="GetAgro" />
 		</for>
 		<enchant2for>
-			<effect name="TargetMe" val="0">
+			<effect name="TargetMe">
 				<mul order="0x30" stat="pDef" val="#enchpDefAtk" />
 			</effect>
-			<effect name="GetAgro" noicon="1" val="0" />
+			<effect name="GetAgro" />
 		</enchant2for>
 		<enchant3for>
-			<effect name="TargetMe" val="0">
+			<effect name="TargetMe">
 				<mul order="0x30" stat="pAtk" val="#enchpDefAtk" />
 			</effect>
-			<effect name="GetAgro" noicon="1" val="0" />
+			<effect name="GetAgro" />
 		</enchant3for>
 	</skill>
 	<skill id="19" levels="37" name="Double Shot" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -676,7 +679,7 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="21" levels="3" name="Poison Recovery">
@@ -696,7 +699,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="#dispelAbnormals" />
 			</effect>
 		</for>
@@ -723,12 +726,12 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="2" cubicDelay="15" cubicDuration="900" cubicMaxCount="20" cubicSkillChance="8" cubicPower="#cubicPower" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="2" cubicDelay="15" cubicDuration="900" cubicMaxCount="20" cubicSkillChance="8" cubicPower="#ench1Power" />
 			</effect>
 		</enchant1for>
@@ -768,7 +771,7 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="25" levels="9" name="Summon Mechanic Golem" enchantGroup1="1">
@@ -801,6 +804,9 @@
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="expPenalty" val="#ench1expPenalty" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="27" levels="14" name="Unlock">
 		<table name="#chance"> 30 50 75 100 100 100 100 100 100 100 100 100 100 100 </table>
@@ -853,20 +859,20 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="TargetMe" val="0" />
-			<effect name="GetAgro" noicon="1" val="0" />
+			<effect name="TargetMe" />
+			<effect name="GetAgro" />
 		</for>
 		<enchant2for>
-			<effect name="TargetMe" val="0">
+			<effect name="TargetMe">
 				<mul order="0x30" stat="pDef" val="#enchpDefAtk" />
 			</effect>
-			<effect name="GetAgro" noicon="1" val="0" />
+			<effect name="GetAgro" />
 		</enchant2for>
 		<enchant3for>
-			<effect name="TargetMe" val="0">
+			<effect name="TargetMe">
 				<mul order="0x30" stat="pAtk" val="#enchpDefAtk" />
 			</effect>
-			<effect name="GetAgro" noicon="1" val="0" />
+			<effect name="GetAgro" />
 		</enchant3for>
 	</skill>
 	<skill id="29" levels="24" name="Iron Punch">
@@ -892,7 +898,7 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="30" levels="37" name="Backstab" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -946,8 +952,8 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="Backstab" noicon="1" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Backstab" />
+			<effect name="Lethal">
 				<param halfLethal="#baseCritLethal" />
 			</effect>
 		</for>
@@ -974,13 +980,13 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="5" cubicDelay="8" cubicDuration="900" cubicMaxCount="30" cubicSkillChance="30" cubicPower="#cubicPower" />
 				<param cubicSkill1Chance="33" cubicSkill2Chance="33" cubicSkill3Chance="33" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="5" cubicDelay="8" cubicDuration="900" cubicMaxCount="30" cubicSkillChance="30" cubicPower="#ench1Power" />
 				<param cubicSkill1Chance="33" cubicSkill2Chance="33" cubicSkill3Chance="33" />
 			</effect>
@@ -1000,7 +1006,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="#dispelAbnormals" />
 			</effect>
 		</for>
@@ -1058,7 +1064,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="EnergyAttack" noicon="1" val="0" />
+			<effect name="EnergyAttack" />
 		</for>
 	</skill>
 	<skill id="36" levels="37" name="Whirlwind" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -1108,7 +1114,7 @@
 			<using kind="Pole" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="42" levels="1" name="Sweeper" enchantGroup1="2" enchantGroup2="2">
@@ -1134,18 +1140,18 @@
 			<player canSweep="true" />
 		</cond>
 		<for>
-			<effect name="Sweeper" noicon="1" val="0" />
-			<effect name="ConsumeBody" noicon="1" val="0" />
+			<effect name="Sweeper" />
+			<effect name="ConsumeBody" />
 		</for>
 		<enchant1for>
-			<effect name="Sweeper" noicon="1" val="0" />
-			<effect name="ConsumeBody" noicon="1" val="0" />
-			<effect name="HpByLevel" noicon="1" val="#ench1DrainHp" />
+			<effect name="Sweeper" />
+			<effect name="ConsumeBody" />
+			<effect name="HpByLevel" val="#ench1DrainHp" />
 		</enchant1for>
 		<enchant1for>
-			<effect name="Sweeper" noicon="1" val="0" />
-			<effect name="ConsumeBody" noicon="1" val="0" />
-			<effect name="MpByLevel" noicon="1" val="#ench2DrainMp" />
+			<effect name="Sweeper" />
+			<effect name="ConsumeBody" />
+			<effect name="MpByLevel" val="#ench2DrainMp" />
 		</enchant1for>
 	</skill>
 	<skill id="44" levels="3" name="Remedy">
@@ -1165,7 +1171,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="#dispelAbnormals" />
 			</effect>
 		</for>
@@ -1187,7 +1193,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="46" levels="15" name="Life Scavenge" enchantGroup1="2" enchantGroup2="2">
@@ -1214,10 +1220,10 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="HpByLevel" noicon="1" val="#drain" />
+			<effect name="HpByLevel" val="#drain" />
 		</for>
 		<enchant1for>
-			<effect name="HpByLevel" noicon="1" val="#enchDrain" />
+			<effect name="HpByLevel" val="#enchDrain" />
 		</enchant1for>
 	</skill>
 	<skill id="48" levels="37" name="Thunder Storm" enchantGroup1="2" enchantGroup2="2">
@@ -1262,12 +1268,12 @@
 			<using kind="Pole" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 		<enchant1for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</enchant1for>
 	</skill>
 	<skill id="49" levels="26" name="Holy Strike" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -1307,7 +1313,7 @@
 			<target race_id="1" /> <!-- Undead -->
 		</cond>
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="50" levels="8" name="Focused Force">
@@ -1331,7 +1337,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="FocusEnergy" noicon="1" val="#maxCharges" />
+			<effect name="FocusEnergy" val="#maxCharges" />
 		</for>
 	</skill>
 	<skill id="51" levels="1" name="Lure" enchantGroup1="1">
@@ -1356,7 +1362,7 @@
 		<enchant1 name="mpConsume" val="#ench1mpConsume" />
 		<enchant1 name="reuseDelay" val="2000" />
 		<for>
-			<effect name="AddHate" noicon="1" val="500" />
+			<effect name="AddHate" val="500" />
 		</for>
 	</skill>
 	<skill id="54" levels="49" name="Force Blaster" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -1406,7 +1412,7 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="EnergyAttack" noicon="1" val="0" />
+			<effect name="EnergyAttack" />
 		</for>
 	</skill>
 	<skill id="56" levels="24" name="Power Shot">
@@ -1431,7 +1437,7 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="58" levels="55" name="Elemental Heal" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2">
@@ -1461,20 +1467,20 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="Heal" noicon="1" val="#ench1amount" />
+			<effect name="Heal" val="#ench1amount" />
 		</enchant1for>
 		<enchant3for>
-			<effect name="Heal" noicon="1" val="546" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="Heal" val="546" />
+			<effect name="DispelBySlot">
 				<param dispel="POISON,9" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="Heal" noicon="1" val="546" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="Heal" val="546" />
+			<effect name="DispelBySlot">
 				<param dispel="BLEEDING,9" />
 			</effect>
 		</enchant4for>
@@ -1506,7 +1512,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="#dispelAbnormals" />
 			</effect>
 		</for>
@@ -1538,7 +1544,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="67" levels="7" name="Summon Life Cubic" enchantGroup1="2">
@@ -1561,7 +1567,7 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="3" cubicDelay="13" cubicDuration="900" cubicMaxCount="20" cubicSkillChance="0" />
 				<param cubicSkill1Chance="33" cubicSkill2Chance="33" cubicSkill3Chance="33" />
 			</effect>
@@ -1595,20 +1601,20 @@
 		<enchant4 name="hpConsume" val="#ench34HpConsume" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="Heal" noicon="1" val="#ench1amount" />
+			<effect name="Heal" val="#ench1amount" />
 		</enchant1for>
 		<enchant3for>
-			<effect name="Heal" noicon="1" val="1170" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="Heal" val="1170" />
+			<effect name="DispelBySlot">
 				<param dispel="POISON,9" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="Heal" noicon="1" val="1170" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="Heal" val="1170" />
+			<effect name="DispelBySlot">
 				<param dispel="BLEEDING,9" />
 			</effect>
 		</enchant4for>
@@ -1648,10 +1654,10 @@
 		<enchant2 name="power" val="#ench2Power" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
+			<effect name="HpDrain" val="0.2" />
 		</for>
 		<enchant3for>
-			<effect name="HpDrain" noicon="1" val="#ench3Sap" />
+			<effect name="HpDrain" val="#ench3Sap" />
 		</enchant3for>
 	</skill>
 	<skill id="72" levels="3" name="Iron Will" enchantGroup1="1" enchantGroup2="1">
@@ -1684,12 +1690,12 @@
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="#mDef" />
 			</effect>
 		</for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="#ench2mDef" />
 			</effect>
 		</enchant2for>
@@ -1708,7 +1714,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BUG_WEAKNESS="30" />
 			</effect>
 		</for>
@@ -1730,7 +1736,7 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.2">
 					<using kind="Dual Fist" />
 				</mul>
@@ -1763,7 +1769,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#rate" />
 			</effect>
 		</for>
@@ -1787,7 +1793,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -1806,7 +1812,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BEAST_WEAKNESS="30" />
 			</effect>
 		</for>
@@ -1851,7 +1857,7 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="82" levels="3" name="Majesty" enchantGroup1="1" enchantGroup2="1">
@@ -1881,13 +1887,13 @@
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 				<sub order="0x40" stat="rEvas" val="#rEvas" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#ench1pDef" />
 				<sub order="0x40" stat="rEvas" val="6" />
 			</effect>
@@ -1910,7 +1916,7 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="1.2">
 					<using kind="Dual Fist" />
 				</mul>
@@ -1961,11 +1967,11 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="poison" />
 		</for>
 		<enchant1for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="63" abnormalVisualEffect="poison" />
 		</enchant1for>
 	</skill>
@@ -2001,12 +2007,12 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="#reflectDam" />
 			</effect>
 		</for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="#ench2reflectDam" />
 			</effect>
 		</enchant2for>
@@ -2025,7 +2031,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param ANIMAL_WEAKNESS="30" />
 			</effect>
 		</for>
@@ -2044,7 +2050,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param DRAGON_WEAKNESS="30" />
 			</effect>
 		</for>
@@ -2071,7 +2077,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#rate" />
 			</effect>
 		</for>
@@ -2126,25 +2132,25 @@
 			<using kind="Shield" />
 		</cond>
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 		<enchant3for>
-			<effect name="Stun" val="0">
+			<effect name="Stun">
 				<sub order="0x40" stat="fireRes" val="#Vuln" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="Stun" val="0">
+			<effect name="Stun">
 				<sub order="0x40" stat="waterRes" val="#Vuln" />
 			</effect>
 		</enchant4for>
 		<enchant5for>
-			<effect name="Stun" val="0">
+			<effect name="Stun">
 				<sub order="0x40" stat="windRes" val="#Vuln" />
 			</effect>
 		</enchant5for>
 		<enchant6for>
-			<effect name="Stun" val="0">
+			<effect name="Stun">
 				<sub order="0x40" stat="earthRes" val="#Vuln" />
 			</effect>
 		</enchant6for>
@@ -2175,7 +2181,7 @@
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="#swordbluntpole">
 					<using kind="Sword,Big Sword,Blunt,Big Blunt,Pole" />
@@ -2191,7 +2197,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="#ench1atk">
 					<using kind="Sword,Big Sword,Blunt,Big Blunt,Pole" />
@@ -2207,7 +2213,7 @@
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="1.29">
 					<using kind="Sword,Big Sword,Blunt,Big Blunt,Pole" />
@@ -2263,7 +2269,7 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -2312,7 +2318,7 @@
 			</effect>
 		</for>
 		<enchant2for>
-			<effect name="HpByLevel" noicon="1" val="#ench2Sap" />
+			<effect name="HpByLevel" val="#ench2Sap" />
 			<effect name="DamOverTime" ticks="3" val="67" abnormalVisualEffect="bleed">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
@@ -2364,18 +2370,18 @@
 			<target race_id="1" /> <!-- Undead -->
 		</cond>
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.77" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.77" />
 			</effect>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</enchant3for>
 		<enchant4for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.77" />
 				<mul order="0x30" stat="critVuln" val="#ench4ModifyCritical" />
 			</effect>
@@ -2409,8 +2415,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="Mute" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="99" levels="2" name="Rapid Shot" enchantGroup1="1" enchantGroup2="1">
@@ -2443,7 +2449,7 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#rate">
 					<using kind="Bow" />
 				</mul>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/00100-00199.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/00100-00199.xml
index 83d38d35ed13ea2057d48c6155706bef384e06c6..a113c42ede43a686c5d38d8567a23a1d0504cc5a 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/00100-00199.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/00100-00199.xml
@@ -35,8 +35,8 @@
 			<using kind="Blunt,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="101" levels="40" name="Stun Shot" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2">
@@ -82,34 +82,34 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
+			<effect name="TargetCancel">
 				<param chance="40" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
+			<effect name="TargetCancel">
 				<param chance="40" />
 			</effect>
 		</enchant1for>
 		<enchant3for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun">
 				<mul order="0x30" stat="pDef" val="#ench34pmDef" />
 			</effect>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="40" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun">
 				<mul order="0x30" stat="mDef" val="#ench34pmDef" />
 			</effect>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="40" />
 			</effect>
 		</enchant4for>
@@ -155,12 +155,12 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#ench3-runSpd" />
 			</effect>
 		</enchant3for>
@@ -211,7 +211,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param PLANT_WEAKNESS="30" />
 			</effect>
 		</for>
@@ -260,14 +260,14 @@
 		<enchant4 name="elementPower" val="#enchElementPower" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
 		</enchant3for>
@@ -293,7 +293,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Passive" val="0" />
+			<effect name="Passive" />
 		</for>
 	</skill>
 	<skill id="107" levels="9" name="Divine Aura" enchantGroup1="1" enchantGroup2="1" enchantGroup3="1">
@@ -334,16 +334,16 @@
 			<target race_id="1" /> <!-- Undead -->
 		</cond>
 		<for>
-			<effect name="Root" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Root" />
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Root" val="0">
+			<effect name="Root">
 				<basemul order="0x30" stat="rCrit" val="#ench3rCrit" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
 		</enchant3for>
@@ -366,7 +366,7 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.3">
 					<using kind="Dual Fist" />
 				</mul>
@@ -410,28 +410,28 @@
 		<enchant2 name="reuseDelay" val="#ench2reuseDelay" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="ImmobileBuff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="ImmobileBuff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="pDef" val="#pDef" />
 				<add order="0x40" stat="mDef" val="#mDef" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="ImmobileBuff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="ImmobileBuff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="pDef" val="#enchpDef" />
 				<add order="0x40" stat="mDef" val="#enchmDef" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="ImmobileBuff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="ImmobileBuff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="pDef" val="#enchpDef" />
 				<add order="0x40" stat="mDef" val="#enchmDef" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Buff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="Buff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="pDef" val="#enchpDef" />
 				<add order="0x40" stat="mDef" val="#enchmDef" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
@@ -466,7 +466,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="reuseDelay" val="#ench2reuseDelay" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pSkillEvas" val="#pSkillEvas" />
 				<add order="0x40" stat="rEvas" val="#rEvas" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
@@ -501,13 +501,13 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="#trait_bow" />
 				<param CROSSBOW="#trait_crossbow" />
 			</effect>
 		</for>
 		<enchant2for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="40" />
 				<param CROSSBOW="20" />
 				<mul order="0x30" stat="sDef" val="#ench2sDef" />
@@ -522,7 +522,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtkRange" val="#dist">
 					<using kind="Bow" />
 				</add>
@@ -570,15 +570,15 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="power" val="#ench3Attack" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.77" />
 			</effect>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</enchant3for>
 	</skill>
 	<skill id="116" levels="14" name="Howl" enchantGroup1="1" enchantGroup2="1">
@@ -614,7 +614,7 @@
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.77" />
 			</effect>
 		</for>
@@ -626,7 +626,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="0.8">
 					<not>
 						<using kind="Magic" />
@@ -666,8 +666,8 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="121" levels="6" name="Battle Roar" enchantGroup1="1" enchantGroup2="1">
@@ -696,17 +696,17 @@
 		<enchant1 name="reuseDelay" val="#ench1Reuse" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="#maxHp" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="#amount" />
+			<effect name="HealPercent" val="#amount" />
 		</for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 				<add order="0x40" stat="pAtk" val="#ench2pAtk" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="35" />
+			<effect name="HealPercent" val="35" />
 		</enchant2for>
 	</skill>
 	<skill id="122" levels="15" name="Hex" enchantGroup1="1" enchantGroup2="1" enchantGroup3="1">
@@ -746,15 +746,15 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="power" val="#ench3Attack" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.77" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.77" />
 			</effect>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</enchant3for>
 	</skill>
 	<skill id="123" levels="3" name="Spirit Barrier" enchantGroup1="1" enchantGroup2="1">
@@ -785,12 +785,12 @@
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="#mDef" />
 			</effect>
 		</for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="#ench2power" />
 			</effect>
 		</enchant2for>
@@ -830,7 +830,7 @@
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -890,13 +890,13 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="#ench1runSpd" />
 				<mul order="0x30" stat="pAtkSpd" val="1.1" />
 			</effect>
@@ -925,7 +925,7 @@
 		<enchant1 name="abnormalTime" val="#ench1AbnormalTimes" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 				<mul order="0x30" stat="pDef" val="0.9" />
 			</effect>
@@ -940,14 +940,14 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="20" />
 				<param SLEEP="20" />
 				<param POISON="20" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="#ench1Traits" />
 				<param SLEEP="#ench1Traits" />
 				<param POISON="#ench1Traits" />
@@ -965,12 +965,12 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rate" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#ench1rate" />
 			</effect>
 		</enchant1for>
@@ -998,7 +998,7 @@
 			<player hp="30" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -1012,7 +1012,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.085" />
 				<add order="0x40" stat="pAtk" val="#pAtk" />
 			</effect>
@@ -1028,7 +1028,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pDef" val="#pDef" />
 				<mul order="0x30" stat="regMp" val="1.1" />
 				<add order="0x40" stat="rEvas" val="#rEvas">
@@ -1062,21 +1062,21 @@
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#pAtk">
 					<using kind="Dual Sword" />
 				</add>
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#ench1pAtk">
 					<using kind="Dual Sword" />
 				</add>
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="129.3">
 					<using kind="Dual Sword" />
 				</add>
@@ -1098,13 +1098,13 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mDef" val="#mDef" />
 				<mul order="0x30" stat="magicDamVul" val="#magicDamVul" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mDef" val="#ench1mDef" />
 				<mul order="0x30" stat="magicDamVul" val="0.7" />
 			</effect>
@@ -1122,13 +1122,13 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mDef" val="#mDef" />
 				<mul order="0x30" stat="magicDamVul" val="#magicDamVul" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mDef" val="#ench1mDef" />
 				<mul order="0x30" stat="magicDamVul" val="0.8" />
 			</effect>
@@ -1143,7 +1143,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="regHp" val="#hp">
 					<player resting="true" />
 				</add>
@@ -1161,7 +1161,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="weightLimit" val="#rate" />
 			</effect>
 		</for>
@@ -1179,7 +1179,7 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="#rShld" />
 				<mul order="0x30" stat="sDef" val="#sDef" />
 				<mul order="0x30" stat="pDef" val="#Pdef">
@@ -1188,7 +1188,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="sDef" val="#ench1sDef" />
 				<mul order="0x30" stat="sDef" val="1.6" />
 				<mul order="0x30" stat="rShld" val="2" />
@@ -1205,7 +1205,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="0.5">
 					<not>
 						<using kind="Magic" />
@@ -1222,7 +1222,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mReuse" val="#reuse" />
 			</effect>
 		</for>
@@ -1245,12 +1245,12 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#rate" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#ench1rate" />
 			</effect>
 		</enchant1for>
@@ -1264,12 +1264,12 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="#spd" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="#ench1spd" />
 			</effect>
 		</enchant1for>
@@ -1284,7 +1284,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="regHp" val="#hp">
 					<player running="true" />
 				</add>
@@ -1292,7 +1292,7 @@
 					<player running="true" />
 				</add>
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param HOLD="-11" />
 			</effect>
 		</for>
@@ -1314,7 +1314,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="fall" val="#fall" />
 			</effect>
 		</for>
@@ -1345,7 +1345,7 @@
 			<player hp="60" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#all" />
 				<mul order="0x30" stat="pAtk" val="#swordblunt">
 					<and>
@@ -1381,7 +1381,7 @@
 			<player hp="10" />
 		</cond>
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
+			<effect name="HealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="190" levels="37" name="Fatal Strike" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2">
@@ -1429,7 +1429,7 @@
 			<using kind="Sword,Big Sword,Blunt,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="191" levels="6" name="Focus Mind" enchantGroup1="1">
@@ -1441,12 +1441,12 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="regMp" val="#regMp" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="regMp" val="#ench1regMp" />
 			</effect>
 		</enchant1for>
@@ -1460,12 +1460,12 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="cAtkAdd" val="#crit" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="cAtkAdd" val="#ench1crit" />
 			</effect>
 		</enchant1for>
@@ -1477,7 +1477,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Lucky" val="0" />
+			<effect name="Lucky" />
 		</for>
 	</skill>
 	<skill id="195" levels="2" name="Breath Boost">
@@ -1488,7 +1488,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="breath" val="#breath" />
 			</effect>
 		</for>
@@ -1501,7 +1501,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="holyPower" val="10" />
 			</effect>
 		</for>
@@ -1516,7 +1516,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="#darkRes" />
 			</effect>
 		</for>
@@ -1530,12 +1530,12 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="#rEvas" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="#ench1rEvas" />
 			</effect>
 		</enchant1for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/00200-00299.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/00200-00299.xml
index dbf3c5f992ff55d4b76ab250f238978ed9688d6f..3d4272b91d689407e9cc5bfeb922bac40573a6d9 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/00200-00299.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/00200-00299.xml
@@ -24,18 +24,18 @@
 			<using kind="Sword,Big Sword,Blunt,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#pAtk">
 					<using kind="Sword,Big Sword,Blunt,Big Blunt" />
 				</add>
 			</effect>
 			<!-- TODO: Require support for effects using conditions -->
-			<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="50" chanceType="ON_HIT" triggeredId="#triggeredId"> -->
+			<!-- <effect name="ChanceSkillTrigger" activationChance="50" chanceType="ON_HIT" triggeredId="#triggeredId"> -->
 			<!-- <using kind="Sword,Big Sword,Blunt,Big Blunt" /> -->
 			<!-- </effect> -->
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="129.3">
 					<using kind="Sword,Big Sword,Blunt,Big Blunt" />
 				</add>
@@ -44,12 +44,12 @@
 				</add>
 			</effect>
 			<!-- TODO: Require support for effects using conditions -->
-			<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="50" chanceType="ON_HIT" triggeredId="5604"> -->
+			<!-- <effect name="ChanceSkillTrigger" activationChance="50" chanceType="ON_HIT" triggeredId="5604"> -->
 			<!-- <using kind="Sword,Big Sword,Blunt,Big Blunt" /> -->
 			<!-- </effect> -->
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="129.3">
 					<using kind="Sword,Big Sword,Blunt,Big Blunt" />
 				</add>
@@ -58,12 +58,12 @@
 				</add>
 			</effect>
 			<!-- TODO: Require support for effects using conditions -->
-			<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="50" chanceType="ON_HIT" triggeredId="5604"> -->
+			<!-- <effect name="ChanceSkillTrigger" activationChance="50" chanceType="ON_HIT" triggeredId="5604"> -->
 			<!-- <using kind="Sword,Big Sword,Blunt,Big Blunt" /> -->
 			<!-- </effect> -->
 		</enchant2for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="129.3">
 					<using kind="Sword,Big Sword,Blunt,Big Blunt" />
 				</add>
@@ -72,7 +72,7 @@
 				</add>
 			</effect>
 			<!-- TODO: Require support for effects using conditions -->
-			<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="50" chanceType="ON_HIT" triggeredId="5604"> -->
+			<!-- <effect name="ChanceSkillTrigger" activationChance="50" chanceType="ON_HIT" triggeredId="5604"> -->
 			<!-- <using kind="Sword,Big Sword,Blunt,Big Blunt" /> -->
 			<!-- </effect> -->
 		</enchant3for>
@@ -87,21 +87,21 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#pAtk">
 					<using kind="Bow" />
 				</add>
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#ench1pAtk">
 					<using kind="Bow" />
 				</add>
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="794.6">
 					<using kind="Bow" />
 				</add>
@@ -135,29 +135,29 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#pAtk">
 					<using kind="Dagger,Dual Dagger" />
 				</add>
 			</effect>
 			<!-- TODO: Require support for effects using conditions -->
-			<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="33" chanceType="ON_HIT" triggeredId="#triggeredId"> -->
+			<!-- <effect name="ChanceSkillTrigger" activationChance="33" chanceType="ON_HIT" triggeredId="#triggeredId"> -->
 			<!-- <using kind="Dagger,Dual Dagger" /> -->
 			<!-- </effect> -->
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#ench1pAtk">
 					<using kind="Dagger,Dual Dagger" />
 				</add>
 			</effect>
 			<!-- TODO: Require support for effects using conditions -->
-			<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="33" chanceType="ON_HIT" triggeredId="5603"> -->
+			<!-- <effect name="ChanceSkillTrigger" activationChance="33" chanceType="ON_HIT" triggeredId="5603"> -->
 			<!-- <using kind="Dagger,Dual Dagger" /> -->
 			<!-- </effect> -->
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="112.8">
 					<using kind="Dagger,Dual Dagger" />
 				</add>
@@ -166,12 +166,12 @@
 				</basemul>
 			</effect>
 			<!-- TODO: Require support for effects using conditions -->
-			<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="33" chanceType="ON_HIT" triggeredId="5603"> -->
+			<!-- <effect name="ChanceSkillTrigger" activationChance="33" chanceType="ON_HIT" triggeredId="5603"> -->
 			<!-- <using kind="Dagger,Dual Dagger" /> -->
 			<!-- </effect> -->
 		</enchant2for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="112.8">
 					<using kind="Dagger,Dual Dagger" />
 				</add>
@@ -180,7 +180,7 @@
 				</mul>
 			</effect>
 			<!-- TODO: Require support for effects using conditions -->
-			<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="33" chanceType="ON_HIT" triggeredId="5603"> -->
+			<!-- <effect name="ChanceSkillTrigger" activationChance="33" chanceType="ON_HIT" triggeredId="5603"> -->
 			<!-- <using kind="Dagger,Dual Dagger" /> -->
 			<!-- </effect> -->
 		</enchant3for>
@@ -195,21 +195,21 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#pAtk">
 					<using kind="Dual Fist" />
 				</add>
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#ench1pAtk">
 					<using kind="Dual Fist" />
 				</add>
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="129.3">
 					<using kind="Dual Fist" />
 				</add>
@@ -235,29 +235,29 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxHp" val="#hp" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxHp" val="#ench1hp" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxHp" val="480" />
 				<add order="0x40" stat="maxCp" val="#ench2cp" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxHp" val="480" />
 				<mul order="0x30" stat="regHp" val="#enchreg" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxHp" val="480" />
 				<mul order="0x30" stat="regCp" val="#enchreg" />
 			</effect>
@@ -272,12 +272,12 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="regHp" val="#hp" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="regHp" val="#ench1hp" />
 			</effect>
 		</enchant1for>
@@ -291,12 +291,12 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxMp" val="#mp" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxMp" val="#ench1mp" />
 			</effect>
 		</enchant1for>
@@ -307,7 +307,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regMp" val="1.2">
 					<using kind="Magic" />
 				</mul>
@@ -456,11 +456,11 @@
 			<using kind="Sword,Big Sword,Dagger,Dual Sword,Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="bleed" />
 		</for>
 		<enchant1for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="67" abnormalVisualEffect="bleed" />
 		</enchant1for>
 	</skill>
@@ -476,7 +476,7 @@
 			<add order="0x40" stat="rEvas" val="#evas">
 				<player running="true" />
 			</add>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="-11" />
 			</effect>
 		</for>
@@ -601,18 +601,18 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 				<add order="0x40" stat="rEvas" val="#ench3rEvas" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 				<mul order="0x30" stat="movementVuln" val="#ench4Vuln" />
 			</effect>
@@ -923,7 +923,7 @@
 			<using kind="Pole" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="246" levels="1" name="Seal of Ruler">
@@ -942,7 +942,7 @@
 			<player canPossessHolything="true" />
 		</cond>
 		<for>
-			<effect name="HolythingPossess" noicon="1" val="0" />
+			<effect name="HolythingPossess" />
 		</for>
 	</skill>
 	<skill id="247" levels="1" name="Build Headquarters">
@@ -1200,23 +1200,23 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="saveVs" val="MEN" />
 		<for>
-			<effect name="Spoil" noicon="1" val="0" />
+			<effect name="Spoil" />
 		</for>
 		<enchant1for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 			</effect>
-			<effect name="Spoil" noicon="1" val="0" />
+			<effect name="Spoil" />
 		</enchant1for>
 		<enchant2for>
 			<effect name="DamOverTime" ticks="3" val="118" />
-			<effect name="Spoil" noicon="1" val="0" />
+			<effect name="Spoil" />
 		</enchant2for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="earthPower" val="#ench3EarthPower" />
 			</effect>
-			<effect name="Spoil" noicon="1" val="0" />
+			<effect name="Spoil" />
 		</enchant3for>
 	</skill>
 	<skill id="255" levels="15" name="Power Smash">
@@ -1242,7 +1242,7 @@
 			<using kind="Sword,Big Sword,Blunt,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="256" levels="1" name="Accuracy" enchantGroup1="1">
@@ -1440,12 +1440,12 @@
 			<using kind="Blunt,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 		<enchant1for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</enchant1for>
 	</skill>
 	<skill id="261" levels="22" name="Triple Sonic Slash" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -1500,7 +1500,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="EnergyAttack" noicon="1" val="0" />
+			<effect name="EnergyAttack" />
 		</for>
 	</skill>
 	<skill id="262" levels="37" name="Holy Blessing" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2">
@@ -1531,20 +1531,20 @@
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="mpConsume" val="#ench34MpConsume" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="Heal" noicon="1" val="#ench1amount" />
+			<effect name="Heal" val="#ench1amount" />
 		</enchant1for>
 		<enchant3for>
-			<effect name="Heal" noicon="1" val="546" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="Heal" val="546" />
+			<effect name="DispelBySlot">
 				<param dispel="POISON,9" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="Heal" noicon="1" val="546" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="Heal" val="546" />
+			<effect name="DispelBySlot">
 				<param dispel="BLEEDING,9" />
 			</effect>
 		</enchant4for>
@@ -1604,8 +1604,8 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="FatalBlow" />
+			<effect name="Lethal">
 				<param halfLethal="10" />
 			</effect>
 		</for>
@@ -1635,7 +1635,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.25" />
 			</effect>
 		</for>
@@ -1665,7 +1665,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="1.2" />
 			</effect>
 		</for>
@@ -1695,7 +1695,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="3" />
 			</effect>
 		</for>
@@ -1725,7 +1725,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
 		</for>
@@ -1752,7 +1752,7 @@
 		<enchant2 name="aggroPoints" val="655" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="20" />
 			</effect>
 		</for>
@@ -1782,7 +1782,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="1" />
 			</effect>
 		</for>
@@ -1812,7 +1812,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="20" />
 			</effect>
 		</for>
@@ -1845,7 +1845,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.12" />
 			</effect>
 		</for>
@@ -1878,7 +1878,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 			</effect>
 		</for>
@@ -1911,7 +1911,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.2" />
 			</effect>
 		</for>
@@ -1944,7 +1944,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -1977,7 +1977,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.15" />
 			</effect>
 		</for>
@@ -2010,7 +2010,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 				<sub order="0x40" stat="cancel" val="40" />
 			</effect>
@@ -2045,7 +2045,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="holyPower" val="20" />
 			</effect>
 		</for>
@@ -2072,12 +2072,12 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="4" cubicDelay="20" cubicDuration="900" cubicMaxCount="15" cubicSkillChance="20" cubicPower="#cubicPower" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="4" cubicDelay="20" cubicDuration="900" cubicMaxCount="15" cubicSkillChance="20" cubicPower="#ench1Power" />
 			</effect>
 		</enchant1for>
@@ -2124,16 +2124,16 @@
 		<enchant3 name="activateRate" val="#ench3ActivateRates" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="ChanceSkillTrigger" val="0" triggeredId="6090" chanceType="ON_EXIT">
+			<effect name="MagicalAttack" />
+			<effect name="ChanceSkillTrigger" triggeredId="6090" chanceType="ON_EXIT">
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<mul order="0x30" stat="mAtkSpd" val="0.5" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="ChanceSkillTrigger" val="0" triggeredId="6090" chanceType="ON_EXIT">
+			<effect name="MagicalAttack" />
+			<effect name="ChanceSkillTrigger" triggeredId="6090" chanceType="ON_EXIT">
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<mul order="0x30" stat="mAtkSpd" val="0.5" />
@@ -2177,7 +2177,7 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="281" levels="37" name="Soul Breaker" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2">
@@ -2227,22 +2227,22 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 		<enchant1for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</enchant1for>
 		<enchant3for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun">
 				<mul order="0x30" stat="pDef" val="#ench34pmDef" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun">
 				<mul order="0x30" stat="mDef" val="#ench34pmDef" />
 			</effect>
 		</enchant4for>
@@ -2264,7 +2264,7 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="6">
 					<using kind="Dual Fist" />
 				</add>
@@ -2306,6 +2306,9 @@
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="expPenalty" val="#ench1expPenalty" />
 		<enchant1 name="npcId" val="#enchNpcIds" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="284" levels="40" name="Hurricane Assault" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
 		<table name="#effectPoints"> -286 -295 -303 -320 -328 -337 -346 -355 -363 -372 -381 -389 -398 -407 -415 -424 -432 -440 -449 -457 -465 -473 -481 -488 -496 -503 -510 -517 -524 -531 -537 -543 -549 -555 -560 -565 -570 -574 -578 -582 </table>
@@ -2359,7 +2362,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="EnergyAttack" noicon="1" val="0" />
+			<effect name="EnergyAttack" />
 		</for>
 	</skill>
 	<skill id="285" levels="27" name="Higher Mana Gain" enchantGroup1="1">
@@ -2399,7 +2402,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POLE="#trait_pole" />
 			</effect>
 		</for>
@@ -2423,7 +2426,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="#traits" />
 				<param HOLD="#traits" />
 				<param SLEEP="#traits" />
@@ -2497,10 +2500,10 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpConsume_Init" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.8" />
+			<effect name="HpDrain" val="0.8" />
 		</for>
 		<enchant3for>
-			<effect name="HpDrain" noicon="1" val="#ench3absorbPart" />
+			<effect name="HpDrain" val="#ench3absorbPart" />
 		</enchant3for>
 	</skill>
 	<skill id="290" levels="14" name="Final Frenzy" enchantGroup1="1">
@@ -2512,14 +2515,18 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<add order="0x40" stat="pAtk" val="#final">
-				<player hp="30" />
-			</add>
+			<effect name="Buff">
+				<add order="0x40" stat="pAtk" val="#final">
+					<player hp="30" />
+				</add>
+			</effect>
 		</for>
 		<enchant1for>
-			<add order="0x40" stat="pAtk" val="#ench1final">
-				<player hp="30" />
-			</add>
+			<effect name="Buff">
+				<add order="0x40" stat="pAtk" val="#ench1final">
+					<player hp="30" />
+				</add>
+			</effect>
 		</enchant1for>
 	</skill>
 	<skill id="291" levels="11" name="Final Fortress" enchantGroup1="1" enchantGroup2="1">
@@ -2567,7 +2574,7 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="6">
 					<using kind="Dual Fist" />
 				</add>
@@ -2673,7 +2680,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd">
 					<using kind="Dual Sword" />
 				</mul>
@@ -2682,7 +2689,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#ench1pAtkSpd">
 					<using kind="Dual Sword" />
 				</mul>
@@ -2691,7 +2698,7 @@
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.12">
 					<using kind="Dual Sword" />
 				</mul>
@@ -2718,7 +2725,7 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.3">
 					<using kind="Dual Fist" />
 				</mul>
@@ -2749,5 +2756,8 @@
 		<!-- Summon-specific -->
 		<set name="npcId" val="14768" />
 		<enchant1 name="npcId" val="#enchNpcIds" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/00300-00399.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/00300-00399.xml
index 43eab7734bfa043794dfd934546287d1eda03c28..ef23af716c28128736737c0cdfa02fad614cf752 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/00300-00399.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/00300-00399.xml
@@ -28,6 +28,9 @@
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="expPenalty" val="#ench1expPenalty" />
 		<enchant1 name="npcId" val="#enchNpcIds" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="302" levels="9" name="Spoil Festival" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
 		<!-- Confirmed CT2.5 -->
@@ -80,23 +83,23 @@
 		<enchant3 name="offensive" val="true" />
 		<enchant3 name="saveVs" val="MEN" />
 		<for>
-			<effect name="Spoil" noicon="1" val="0" />
+			<effect name="Spoil" />
 		</for>
 		<enchant1for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 			</effect>
-			<effect name="Spoil" noicon="1" val="0" />
+			<effect name="Spoil" />
 		</enchant1for>
 		<enchant2for>
 			<effect name="DamOverTime" ticks="3" val="118" />
-			<effect name="Spoil" noicon="1" val="0" />
+			<effect name="Spoil" />
 		</enchant2for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="earthPower" val="#ench3EarthPower" />
 			</effect>
-			<effect name="Spoil" noicon="1" val="0" />
+			<effect name="Spoil" />
 		</enchant3for>
 	</skill>
 	<skill id="303" levels="4" name="Soul of Sagittarius" enchantGroup1="1">
@@ -124,12 +127,12 @@
 		<enchant1 name="hpConsume" val="#ench1hpConsume" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="#maxMp" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="#ench1maxMp" />
 			</effect>
 		</enchant1for>
@@ -159,7 +162,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.3" />
 			</effect>
 		</for>
@@ -187,7 +190,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 			</effect>
 		</for>
@@ -217,7 +220,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="fireRes" val="30" />
 			</effect>
 		</for>
@@ -250,7 +253,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterRes" val="30" />
 			</effect>
 		</for>
@@ -280,7 +283,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="windRes" val="30" />
 			</effect>
 		</for>
@@ -313,7 +316,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="earthRes" val="30" />
 			</effect>
 		</for>
@@ -344,7 +347,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="8" /> <!-- absorb 8% HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -377,7 +380,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="damageZoneVuln" val="30" />
 			</effect>
 		</for>
@@ -448,7 +451,7 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="ImmobileBuff" val="0">
+			<effect name="ImmobileBuff">
 				<add order="0x40" stat="pAtk" val="#pAtk">
 					<using kind="Bow" />
 				</add>
@@ -464,7 +467,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="ImmobileBuff" val="0">
+			<effect name="ImmobileBuff">
 				<add order="0x40" stat="pAtk" val="#ench1pAtk">
 					<using kind="Bow" />
 				</add>
@@ -480,7 +483,7 @@
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="199">
 					<using kind="Bow" />
 				</add>
@@ -542,7 +545,7 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttackHpLink" noicon="1" val="0" />
+			<effect name="PhysicalAttackHpLink" />
 		</for>
 	</skill>
 	<skill id="315" levels="16" name="Crush of Doom" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -593,7 +596,7 @@
 			<using kind="Big Sword,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="316" levels="1" name="Aegis">
@@ -616,7 +619,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="#cAtk">
 					<using kind="Pole" />
 				</mul>
@@ -637,13 +640,13 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="sDef" val="0.7" />
 				<set order="0x10" stat="shieldDefAngle" val="360" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="sDef" val="#ench1sDef" />
 				<set order="0x10" stat="shieldDefAngle" val="360" />
 			</effect>
@@ -714,7 +717,7 @@
 			<using kind="Pole" />
 		</cond>
 		<for>
-			<effect name="CpDamPercent" noicon="1" val="#power" />
+			<effect name="CpDamPercent" val="#power" />
 		</for>
 	</skill>
 	<skill id="321" levels="10" name="Blinding Blow" enchantGroup1="2" enchantGroup2="2">
@@ -751,14 +754,14 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect self="1" name="Buff" val="0">
+			<effect self="1" name="Buff">
 				<add order="0x40" stat="runSpd" val="40" />
 			</effect>
-			<effect name="FatalBlow" noicon="1" val="0" />
-			<effect name="Bluff" val="0">
+			<effect name="FatalBlow" />
+			<effect name="Bluff">
 				<param chance="80" />
 			</effect>
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Lethal">
 				<param halfLethal="5" />
 			</effect>
 		</for>
@@ -818,7 +821,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="324" levels="1" name="Quiver of Arrow: Grade S">
@@ -844,7 +847,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="325" levels="1" name="Strider Siege Assault">
@@ -866,7 +869,7 @@
 			<player SiegeZone="126" /> <!-- TODO: add new condition and ride_state -->
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="326" levels="1" name="Build Advanced Headquarters">
@@ -902,7 +905,7 @@
 			<player flying="true" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pDef" val="7000">
 					<player flying="true" />
 				</add>
@@ -924,28 +927,28 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="20" />
 				<param SLEEP="20" />
 				<param DERANGEMENT="20" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="#enchTraits" />
 				<param SLEEP="20" />
 				<param DERANGEMENT="20" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="20" />
 				<param SLEEP="#enchTraits" />
 				<param DERANGEMENT="20" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="20" />
 				<param SLEEP="20" />
 				<param DERANGEMENT="#enchTraits" />
@@ -962,19 +965,19 @@
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="20" />
 				<param BLEED="20" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="#enchTraits" />
 				<param BLEED="20" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="20" />
 				<param BLEED="#enchTraits" />
 			</effect>
@@ -1045,19 +1048,19 @@
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="30" />
 				<param PARALYZE="30" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="#enchTraits" />
 				<param PARALYZE="30" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="30" />
 				<param PARALYZE="#enchTraits" />
 			</effect>
@@ -1216,13 +1219,13 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancelVuln" val="100" />
 				<sub order="0x40" stat="debuffVuln" val="30" />
 				<mul order="0x30" stat="healEffect" val="1.3" />
 			</effect>
-			<effect name="HealOverTime" noicon="1" ticks="3" val="50" />
-			<effect name="HealPercent" noicon="1" val="50" />
+			<effect name="HealOverTime" ticks="3" val="50" />
+			<effect name="HealPercent" val="50" />
 		</for>
 	</skill>
 	<skill id="342" levels="1" name="Touch of Death" enchantGroup1="6" enchantGroup2="6">
@@ -1254,26 +1257,26 @@
 		<enchant2 name="activateRate" val="#ench2ActivateRates" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="maxCp" val="0.1" />
 				<add order="0x40" stat="debuffVuln" val="30" />
 				<mul order="0x30" stat="healEffect" val="0.7" />
 			</effect>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="25" max="5" />
 			</effect>
-			<effect name="CpDamPercent" noicon="1" val="90" />
+			<effect name="CpDamPercent" val="90" />
 		</for>
 		<enchant2for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="maxCp" val="0.1" />
 				<add order="0x40" stat="debuffVuln" val="30" />
 				<mul order="0x30" stat="healEffect" val="0.7" />
 			</effect>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="25" max="5" />
 			</effect>
-			<effect name="CpDamPercent" noicon="1" val="90" />
+			<effect name="CpDamPercent" val="90" />
 		</enchant2for>
 	</skill>
 	<skill id="343" levels="1" name="Lethal Shot" enchantGroup1="6" enchantGroup2="6" enchantGroup3="6" enchantGroup4="6" enchantGroup5="6" enchantGroup6="6" enchantGroup7="6">
@@ -1318,8 +1321,8 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Lethal">
 				<param halfLethal="10" />
 			</effect>
 		</for>
@@ -1369,8 +1372,8 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="FatalBlow" />
+			<effect name="Lethal">
 				<param halfLethal="15" />
 			</effect>
 		</for>
@@ -1394,8 +1397,8 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect self="1" name="FocusEnergy" noicon="1" val="8" />
+			<effect name="PhysicalAttack" />
+			<effect self="1" name="FocusEnergy" val="8" />
 		</for>
 	</skill>
 	<skill id="346" levels="1" name="Raging Force">
@@ -1417,8 +1420,8 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect self="1" name="FocusEnergy" noicon="1" val="8" />
+			<effect name="PhysicalAttack" />
+			<effect self="1" name="FocusEnergy" val="8" />
 		</for>
 	</skill>
 	<skill id="347" levels="1" name="Earthquake" enchantGroup1="6" enchantGroup2="6" enchantGroup3="6">
@@ -1457,10 +1460,10 @@
 			<using kind="Pole" />
 		</cond>
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="60" />
 			</effect>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="348" levels="1" name="Spoil Crush">
@@ -1483,8 +1486,8 @@
 			<using kind="Sword,Big Sword,Blunt,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Spoil" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Spoil" />
 		</for>
 	</skill>
 	<skill id="349" levels="1" name="Song of Renewal" enchantGroup1="5" enchantGroup2="5">
@@ -1511,7 +1514,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mReuse" val="0.8" />
 				<mul order="0x30" stat="pReuse" val="0.8" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.95" />
@@ -1537,7 +1540,7 @@
 			<using kind="Shield" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectSkillPhysic" val="30">
 					<using kind="Shield" />
 				</add>
@@ -1564,7 +1567,7 @@
 			<using kind="Shield" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectSkillPhysic" val="10">
 					<using kind="Shield" />
 				</add>
@@ -1610,40 +1613,40 @@
 			<using kind="Shield" />
 		</cond>
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 		<enchant2for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
-			<effect name="Stun" val="0">
+			<effect name="Stun">
 				<sub order="0x40" stat="fireRes" val="#ench-Res" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
-			<effect name="Stun" val="0">
+			<effect name="Stun">
 				<sub order="0x40" stat="waterRes" val="#ench-Res" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
-			<effect name="Stun" val="0">
+			<effect name="Stun">
 				<sub order="0x40" stat="windRes" val="#ench-Res" />
 			</effect>
 		</enchant4for>
 		<enchant5for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
-			<effect name="Stun" val="0">
+			<effect name="Stun">
 				<sub order="0x40" stat="earthRes" val="#ench-Res" />
 			</effect>
 		</enchant5for>
@@ -1682,24 +1685,24 @@
 			<using kind="Shield" />
 		</cond>
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
-			<effect name="PhysicalMute" val="0" />
+			<effect name="PhysicalMute" />
 		</for>
 		<enchant2for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
-			<effect name="PhysicalMute" val="0">
+			<effect name="PhysicalMute">
 				<sub order="0x40" stat="holyRes" val="#ench-Res" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
-			<effect name="PhysicalMute" val="0">
+			<effect name="PhysicalMute">
 				<sub order="0x40" stat="darkRes" val="#ench-Res" />
 			</effect>
 		</enchant3for>
@@ -1736,14 +1739,14 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
 		<enchant2for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</enchant2for>
@@ -1770,7 +1773,7 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="-0.3" /> <!-- Decreases critical attack rate by 30% -->
 				<mul order="0x30" stat="blowRate" val="1.6" /> <!-- Increases blow land rate by 60% -->
 				<mul order="0x30" stat="cAtk" val="0.7"> <!-- Decreases frontal critical damage by 30% -->
@@ -1782,7 +1785,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="-0.3" />
 				<mul order="0x30" stat="blowRate" val="#ench1blowRate" />
 				<mul order="0x30" stat="cAtk" val="0.7">
@@ -1794,7 +1797,7 @@
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="-0.3" />
 				<mul order="0x30" stat="blowRate" val="1.6" />
 				<mul order="0x30" stat="cAtk" val="0.7">
@@ -1828,7 +1831,7 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="-0.3"> <!-- Decreases frontal critical attack rate by 30% -->
 					<player front="true" />
 				</basemul>
@@ -1844,7 +1847,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="-0.3"> <!-- Critical Chance from front -30% -->
 					<player front="true" />
 				</basemul>
@@ -1860,7 +1863,7 @@
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="-0.3"> <!-- Critical Chance from front -30% -->
 					<player front="true" />
 				</basemul>
@@ -1898,7 +1901,7 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="0.7"> <!-- Decreases frontal critical attack damage by 30% -->
 					<player front="true" />
 				</mul>
@@ -1914,7 +1917,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="0.7"> <!-- Critical Damage from front -30% -->
 					<player front="true" />
 				</mul>
@@ -1930,7 +1933,7 @@
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="0.7"> <!-- Critical Damage from front -30% -->
 					<player front="true" />
 				</mul>
@@ -1975,28 +1978,28 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="Bluff" val="0" noicon="1">
+			<effect name="Bluff">
 				<param chance="80" />
 			</effect>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
-			<effect name="DeleteHateOfMe" noicon="1" val="0">
+			<effect name="DeleteHateOfMe">
 				<param chance="80" />
 			</effect>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 		<enchant1for>
-			<effect name="Bluff" val="0" noicon="1">
+			<effect name="Bluff">
 				<param chance="80" />
 			</effect>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
-			<effect name="DeleteHateOfMe" noicon="1" val="0">
+			<effect name="DeleteHateOfMe">
 				<param chance="80" />
 			</effect>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</enchant1for>
 	</skill>
 	<skill id="359" levels="1" name="Eye of Hunter" enchantGroup1="5" enchantGroup2="5">
@@ -2020,21 +2023,21 @@
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BUG_WEAKNESS="30" />
 				<param PLANT_WEAKNESS="30" />
 				<param ANIMAL_WEAKNESS="30" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BUG_WEAKNESS="#ench1Traits" />
 				<param PLANT_WEAKNESS="#ench1Traits" />
 				<param ANIMAL_WEAKNESS="#ench1Traits" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BUG_WEAKNESS="#ench2Traits" />
 				<param PLANT_WEAKNESS="#ench2Traits" />
 				<param ANIMAL_WEAKNESS="#ench2Traits" />
@@ -2061,7 +2064,7 @@
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BEAST_WEAKNESS="30" />
 				<param CONSTRUCT_WEAKNESS="30" />
 				<param GIANT_WEAKNESS="30" />
@@ -2069,7 +2072,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BEAST_WEAKNESS="#ench1Traits" />
 				<param CONSTRUCT_WEAKNESS="#ench1Traits" />
 				<param GIANT_WEAKNESS="#ench1Traits" />
@@ -2119,21 +2122,21 @@
 			<using kind="Pole" />
 		</cond>
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="60" />
 			</effect>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun">
 				<mul order="0x30" stat="pDef" val="0.7" />
 				<mul order="0x30" stat="mDef" val="0.7" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="60" />
 			</effect>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun">
 				<mul order="0x30" stat="pDef" val="0.7" />
 				<mul order="0x30" stat="mDef" val="0.7" />
 			</effect>
@@ -2181,15 +2184,15 @@
 			<using kind="Blunt,Big Blunt,Sword,Big Sword" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun">
 				<mul order="0x30" stat="pDef" val="0.7" />
 				<mul order="0x30" stat="mDef" val="0.7" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun">
 				<mul order="0x30" stat="pDef" val="0.7" />
 				<mul order="0x30" stat="mDef" val="0.7" />
 			</effect>
@@ -2218,7 +2221,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regMp" val="1.2" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.9" />
 			</effect>
@@ -2247,7 +2250,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pReuse" val="0.9" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.8" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.8" />
@@ -2280,7 +2283,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="mCritRate" val="1" />
 			</effect>
 		</for>
@@ -2311,7 +2314,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="SilentMove" abnormalVisualEffect="stealth" val="0">
+			<effect name="SilentMove" abnormalVisualEffect="stealth">
 				<mul order="0x30" stat="runSpd" val="0.5" />
 			</effect>
 		</for>
@@ -2355,7 +2358,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Petrification" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="368" levels="1" name="Vengeance" enchantGroup1="6" enchantGroup2="6" enchantGroup3="6">
@@ -2387,20 +2390,20 @@
 			<using kind="Shield" />
 		</cond>
 		<for>
-			<effect name="TargetMeProbability" noicon="1" val="0">
+			<effect name="TargetMeProbability">
 				<param chance="40" />
 			</effect>
-			<effect self="1" name="ImmobileBuff" val="0">
+			<effect self="1" name="ImmobileBuff">
 				<add order="0x40" stat="pDef" val="5400" />
 				<add order="0x40" stat="mDef" val="4050" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
 			</effect>
 		</for>
 		<enchant2for>
-			<effect name="TargetMeProbability" noicon="1" val="0">
+			<effect name="TargetMeProbability">
 				<param chance="40" />
 			</effect>
-			<effect self="1" name="Buff" val="0">
+			<effect self="1" name="Buff">
 				<add order="0x40" stat="pDef" val="5400" />
 				<add order="0x40" stat="mDef" val="4050" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
@@ -2453,14 +2456,14 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect self="1" name="Buff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect self="1" name="Buff">
 				<add order="0x40" stat="rEvas" val="6" />
 			</effect>
 		</for>
 		<enchant2for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect self="1" name="Buff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect self="1" name="Buff">
 				<add order="0x40" stat="rEvas" val="#ench2rEvas" />
 			</effect>
 		</enchant2for>
@@ -2651,7 +2654,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="#trait_shock" />
 			</effect>
 		</for>
@@ -2664,7 +2667,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="#trait_hold" />
 			</effect>
 		</for>
@@ -2677,7 +2680,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="#trait_sleep" />
 			</effect>
 		</for>
@@ -2749,7 +2752,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancelVuln" val="80" />
 				<add order="0x40" stat="mDef" val="4050" />
 				<add order="0x40" stat="pDef" val="5400" />
@@ -2775,7 +2778,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="8" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
 				<set order="0x08" stat="debuffImmunity" val="1" />
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/00400-00499.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/00400-00499.xml
index 0a72670e10effe45685087f681c571af468c3752..645ea71527e4b94d76fa1382dd99e09b71c3493a 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/00400-00499.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/00400-00499.xml
@@ -48,11 +48,11 @@
 			<using kind="Sword,Big Sword,Blunt,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SWORD="#traits" />
 				<param BLUNT="#traits" />
 				<param DAGGER="#traits" />
@@ -63,14 +63,14 @@
 				<param RAPIER="#traits" />
 				<param DUALDAGGER="#traits" />
 			</effect>
-			<effect name="TargetMe" noicon="1" val="0" />
+			<effect name="TargetMe" />
 		</for>
 		<enchant2for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<basemul order="0x30" stat="rCrit" val="-0.5" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SWORD="-20" />
 				<param BLUNT="-20" />
 				<param DAGGER="-20" />
@@ -81,15 +81,15 @@
 				<param RAPIER="-20" />
 				<param DUALDAGGER="-20" />
 			</effect>
-			<effect name="TargetMe" noicon="1" val="0" />
+			<effect name="TargetMe" />
 		</enchant2for>
 		<enchant3for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="cAtk" val="#ench3cAtk" />
 				<basemul order="0x30" stat="rCrit" val="-0.5" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SWORD="-20" />
 				<param BLUNT="-20" />
 				<param DAGGER="-20" />
@@ -100,7 +100,7 @@
 				<param RAPIER="-20" />
 				<param DUALDAGGER="-20" />
 			</effect>
-			<effect name="TargetMe" noicon="1" val="0" />
+			<effect name="TargetMe" />
 		</enchant3for>
 	</skill>
 	<skill id="401" levels="10" name="Judgment" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2">
@@ -153,11 +153,11 @@
 			<using kind="Sword,Big Sword,Blunt,Big Blunt,Dual Sword" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="cAtk" val="#cAtk" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SWORD="#traits" />
 				<param BLUNT="#traits" />
 				<param DAGGER="#traits" />
@@ -168,15 +168,15 @@
 				<param RAPIER="#traits" />
 				<param DUALDAGGER="#traits" />
 			</effect>
-			<effect name="TargetMe" noicon="1" val="0" />
+			<effect name="TargetMe" />
 		</for>
 		<enchant3for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<basemul order="0x30" stat="rCrit" val="#ench3rCrit" />
 				<mul order="0x30" stat="cAtk" val="0.65" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SWORD="-20" />
 				<param BLUNT="-20" />
 				<param DAGGER="-20" />
@@ -187,7 +187,7 @@
 				<param RAPIER="-20" />
 				<param DUALDAGGER="-20" />
 			</effect>
-			<effect name="TargetMe" noicon="1" val="0" />
+			<effect name="TargetMe" />
 		</enchant3for>
 	</skill>
 	<skill id="402" levels="10" name="Arrest" enchantGroup1="1" enchantGroup2="1">
@@ -223,8 +223,8 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="Root" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Root" />
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
 		</for>
@@ -262,8 +262,8 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="Root" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Root" />
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
 		</for>
@@ -301,8 +301,8 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="Root" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Root" />
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
 		</for>
@@ -345,23 +345,23 @@
 			<target race_id="1" /> <!-- Undead -->
 		</cond>
 		<for>
-			<effect name="Fear" abnormalTime="20" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Fear" abnormalTime="20" />
+			<effect name="Lethal">
 				<param fullLethal="25" />
 			</effect>
 		</for>
 		<enchant2for>
-			<effect name="Fear" abnormalTime="20" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Fear" abnormalTime="20" />
+			<effect name="Lethal">
 				<param fullLethal="#ench2LethalStrikeRate" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Fear" abnormalTime="20" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Fear" abnormalTime="20" />
+			<effect name="Lethal">
 				<param fullLethal="25" />
 			</effect>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</enchant3for>
 	</skill>
 	<skill id="406" levels="3" name="Angelic Icon" enchantGroup1="1" enchantGroup2="1" enchantGroup3="1" enchantGroup4="1">
@@ -403,7 +403,7 @@
 			<player hp="30" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="debuffVuln" val="40" />
 				<mul order="0x30" stat="pDef" val="1.5" />
 				<mul order="0x30" stat="mDef" val="1.5" />
@@ -425,7 +425,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="debuffVuln" val="40" />
 				<mul order="0x30" stat="pDef" val="#ench1def" />
 				<mul order="0x30" stat="mDef" val="#ench1def" />
@@ -476,8 +476,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#debuff" />
 				<mul order="0x30" stat="pAtkSpd" val="#debuff" />
 				<mul order="0x30" stat="mAtkSpd" val="#debuff" />
@@ -516,8 +516,8 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="mAtk" val="#debuff" />
 				<mul order="0x30" stat="pAtk" val="#debuff" />
 			</effect>
@@ -577,11 +577,11 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect self="1" name="Buff" val="0">
+			<effect self="1" name="Buff">
 				<mul order="0x30" stat="blowRate" val="#blowRate" />
 			</effect>
-			<effect name="FatalBlow" noicon="1" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="FatalBlow" />
+			<effect name="Lethal">
 				<param halfLethal="5" />
 			</effect>
 		</for>
@@ -616,17 +616,17 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="blowRate" val="#blowRate" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="blowRate" val="#ench1Chance" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="blowRate" val="#ench2Chance" />
 			</effect>
 		</enchant2for>
@@ -655,7 +655,7 @@
 		<enchant1 name="mpConsume" val="#ench1MpConsume" />
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<for>
-			<effect name="SilentMove" abnormalVisualEffect="stealth" val="0">
+			<effect name="SilentMove" abnormalVisualEffect="stealth">
 				<sub order="0x40" stat="rEvas" val="#rEvas" />
 				<mul order="0x30" stat="pDef" val="#amount" />
 				<mul order="0x30" stat="mDef" val="#amount" />
@@ -702,7 +702,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
@@ -732,7 +732,7 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#pAtk">
 					<using kind="Bow" />
 				</add>
@@ -745,7 +745,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#ench1pAtk">
 					<using kind="Bow" />
 				</add>
@@ -782,7 +782,7 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="0.9">
 					<using kind="Bow" />
 				</mul>
@@ -798,7 +798,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="0.9">
 					<using kind="Bow" />
 				</mul>
@@ -833,7 +833,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="#PhysicalMpConsumeRate" />
 			</effect>
 		</for>
@@ -857,7 +857,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pReuse" val="#pReuse" />
 			</effect>
 		</for>
@@ -877,10 +877,10 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ManaHeal" noicon="1" val="#amount" />
+			<effect name="ManaHeal" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="ManaHeal" noicon="1" val="#ench1amount" />
+			<effect name="ManaHeal" val="#ench1amount" />
 		</enchant1for>
 	</skill>
 	<skill id="418" levels="3" name="Quiver of Holding">
@@ -921,7 +921,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="420" levels="3" name="Zealot" enchantGroup1="1" enchantGroup2="1">
@@ -957,7 +957,7 @@
 			<player hp="30" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="debuffVuln" val="80" />
 				<sub order="0x40" stat="cancelVuln" val="40" />
 				<add order="0x40" stat="runSpd" val="#runSpd" />
@@ -1003,12 +1003,12 @@
 			<using kind="Pole" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="atkCountMax" val="#atkCountMax" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="atkCountMax" val="#ench1atkCountMax" />
 			</effect>
 		</enchant1for>
@@ -1066,7 +1066,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="firePower" val="#firePower" />
 				<add order="0x40" stat="fireRes" val="#vuln" />
 			</effect>
@@ -1087,21 +1087,21 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<effect name="MpConsumePerLevel" ticks="3" val="1" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="#trait_shock" />
 				<param SLEEP="#trait_sleep" />
 			</effect>
 		</for>
 		<enchant1for>
 			<effect name="MpConsumePerLevel" ticks="3" val="1" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="#ench1Trait_shock" />
 				<param SLEEP="#ench1Trait_sleep" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
 			<effect name="MpConsumePerLevel" ticks="3" val="#ench2mpConsume" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="15" />
 				<param SLEEP="30" />
 			</effect>
@@ -1124,7 +1124,7 @@
 			<using kind="Dual Fist" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="6">
 					<using kind="Dual Fist" />
 				</add>
@@ -1447,8 +1447,8 @@
 		<enchant2 name="effectPoint" val="#ench2EffectPoints" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Mute" val="0" />
-			<effect name="PhysicalMute" noicon="1" val="0" />
+			<effect name="Mute" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="438" levels="1" name="Soul of the Phoenix">
@@ -1470,7 +1470,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="PhoenixBless" val="0" />
+			<effect name="PhoenixBless" />
 		</for>
 	</skill>
 	<skill id="439" levels="1" name="Shield of Revenge">
@@ -1487,7 +1487,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="vengeancePdam" val="20" />
 			</effect>
 		</for>
@@ -1503,10 +1503,10 @@
 		<set name="reuseDelay" val="150000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="CpHeal" noicon="1" val="1000" />
+			<effect name="CpHeal" val="1000" />
 		</for>
 		<enchant1for>
-			<effect name="CpHeal" noicon="1" val="#ench1amount" />
+			<effect name="CpHeal" val="#ench1amount" />
 		</enchant1for>
 	</skill>
 	<skill id="441" levels="1" name="Force Meditation">
@@ -1528,11 +1528,11 @@
 			<player Charges="3" /> <!-- Must recharge 3rd energy stage. -->
 		</cond>
 		<for>
-			<effect name="Paralyze" val="0">
+			<effect name="Paralyze">
 				<mul order="0x30" stat="pDef" val="0.2" />
 			</effect>
-			<effect name="HealOverTime" noicon="1" ticks="3" val="60" />
-			<effect name="ManaHealOverTime" noicon="1" ticks="3" val="10" />
+			<effect name="HealOverTime" ticks="3" val="60" />
+			<effect name="ManaHealOverTime" ticks="3" val="10" />
 		</for>
 	</skill>
 	<skill id="442" levels="1" name="Sonic Barrier">
@@ -1557,7 +1557,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
+			<effect name="Invincible" special="invincible" />
 		</for>
 	</skill>
 	<skill id="443" levels="1" name="Force Barrier">
@@ -1582,7 +1582,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
+			<effect name="Invincible" special="invincible" />
 		</for>
 	</skill>
 	<skill id="444" levels="1" name="Sweeper Festival">
@@ -1597,8 +1597,8 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="AURA_CORPSE_MOB" />
 		<for>
-			<effect name="Sweeper" noicon="1" val="0" />
-			<effect name="ConsumeBody" noicon="1" val="0" />
+			<effect name="Sweeper" />
+			<effect name="ConsumeBody" />
 		</for>
 	</skill>
 	<skill id="445" levels="1" name="Mirage">
@@ -1616,7 +1616,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="80" />
@@ -1639,7 +1639,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pSkillEvas" val="90" />
 			</effect>
 		</for>
@@ -1658,7 +1658,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="vengeancePdam" val="90" />
 			</effect>
 		</for>
@@ -1686,6 +1686,9 @@
 		<!-- Summon-specific -->
 		<set name="npcId" val="14839" />
 		<enchant1 name="npcId" val="#ench1npcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="449" levels="4" name="Summon Attractive Cubic" enchantGroup1="2">
 		<!-- Confirmed CT2.5 -->
@@ -1707,13 +1710,13 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="9" cubicDelay="8" cubicDuration="900" cubicMaxCount="300" cubicSkillChance="50" cubicPower="#cubicPower" />
 				<param cubicSkill1Chance="33" cubicSkill2Chance="33" cubicSkill3Chance="33" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="9" cubicDelay="8" cubicDuration="900" cubicMaxCount="300" cubicSkillChance="50" cubicPower="#ench1Power" />
 				<param cubicSkill1Chance="33" cubicSkill2Chance="33" cubicSkill3Chance="33" />
 			</effect>
@@ -1757,23 +1760,23 @@
 			<target race_id="8" /> <!-- Angels -->
 		</cond>
 		<for>
-			<effect name="Fear" abnormalTime="20" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Fear" abnormalTime="20" />
+			<effect name="Lethal">
 				<param fullLethal="25" />
 			</effect>
 		</for>
 		<enchant2for>
-			<effect name="Fear" abnormalTime="20" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Fear" abnormalTime="20" />
+			<effect name="Lethal">
 				<param fullLethal="#ench2LethalStrikeRate" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Fear" abnormalTime="20" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Fear" abnormalTime="20" />
+			<effect name="Lethal">
 				<param fullLethal="25" />
 			</effect>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</enchant3for>
 	</skill>
 	<skill id="451" levels="2" name="Sonic Move">
@@ -1802,7 +1805,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -1838,14 +1841,14 @@
 			<using kind="Pole" />
 		</cond>
 		<for>
-			<effect name="Stun" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="Stun" />
+			<effect name="TargetCancel">
 				<param chance="#chance" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Stun" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="Stun" />
+			<effect name="TargetCancel">
 				<param chance="#ench1Chance" />
 			</effect>
 		</enchant1for>
@@ -1861,7 +1864,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="ROOT_PHYSICALLY,3" />
 			</effect>
 		</for>
@@ -1883,7 +1886,7 @@
 			<player olympiad="false" />
 		</cond>
 		<for>
-			<effect name="SummonNpc" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13018" npcCount="1" />
 			</effect>
 		</for>
@@ -1906,7 +1909,7 @@
 			<player olympiad="false" />
 		</cond>
 		<for>
-			<effect name="SummonNpc" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13025" npcCount="1" />
 			</effect>
 		</for>
@@ -1928,7 +1931,7 @@
 			<player olympiad="false" />
 		</cond>
 		<for>
-			<effect name="SummonNpc" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13018" npcCount="1" />
 			</effect>
 		</for>
@@ -1950,7 +1953,7 @@
 			<player olympiad="false" />
 		</cond>
 		<for>
-			<effect name="SummonNpc" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13018" npcCount="1" />
 			</effect>
 		</for>
@@ -1972,7 +1975,7 @@
 			<player olympiad="false" />
 		</cond>
 		<for>
-			<effect name="SummonNpc" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13018" npcCount="1" />
 			</effect>
 		</for>
@@ -1994,7 +1997,7 @@
 			<player olympiad="false" />
 		</cond>
 		<for>
-			<effect name="SummonNpc" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13018" npcCount="1" />
 			</effect>
 		</for>
@@ -2016,7 +2019,7 @@
 			<player olympiad="false" />
 		</cond>
 		<for>
-			<effect name="SummonNpc" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13018" npcCount="1" />
 			</effect>
 		</for>
@@ -2039,7 +2042,7 @@
 			<player Charges="#chargeConsume" /> <!-- Level 2 3 Focused Force charge required. -->
 		</cond>
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="#dispelAbnormals" />
 			</effect>
 		</for>
@@ -2162,13 +2165,13 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<set order="0x08" stat="maxSouls" val="#maxSouls" />
 			</effect>
-			<effect name="SoulEating" val="0">
+			<effect name="SoulEating">
 				<param expNeeded="#expNeeded" />
 			</effect>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="#activationChance" chanceType="ON_HIT" triggeredId="5548" />
+			<effect name="ChanceSkillTrigger" activationChance="#activationChance" chanceType="ON_HIT" triggeredId="5548" />
 		</for>
 	</skill>
 	<skill id="468" levels="9" name="Fallen Attack">
@@ -2195,7 +2198,7 @@
 			<using kind="Sword,Big Sword,Blunt,Big Blunt,Rapier" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="469" levels="1" name="Rapid Attack">
@@ -2215,7 +2218,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.15" />
 			</effect>
 		</for>
@@ -2399,7 +2402,7 @@
 			<using kind="Sword,Big Sword,Blunt,Big Blunt,Ancient" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="477" levels="37" name="Dark Smash" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2">
@@ -2445,7 +2448,7 @@
 			<using kind="Ancient" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="478" levels="15" name="Double Thrust">
@@ -2473,7 +2476,7 @@
 			<using kind="Rapier" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="479" levels="1" name="Hard March">
@@ -2495,7 +2498,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkPower" val="10" />
 			</effect>
 		</for>
@@ -2509,7 +2512,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="#darkRes" />
 			</effect>
 		</for>
@@ -2535,7 +2538,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 				<mul order="0x30" stat="cAtk" val="#cAtk" />
 				<mul order="0x30" stat="pDef" val="0.95" />
@@ -2567,19 +2570,19 @@
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pDef" val="#pDef" />
 				<mul order="0x30" stat="runSpd" val="0.6" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pDef" val="#ench1pDef" />
 				<mul order="0x30" stat="runSpd" val="0.6" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pDef" val="3200" />
 				<mul order="0x30" stat="runSpd" val="#ench2runSpd" />
 			</effect>
@@ -2606,7 +2609,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="EnemyCharge" noicon="1" val="0" />
+			<effect name="EnemyCharge" />
 		</for>
 	</skill>
 	<skill id="485" levels="7" name="Disarm" enchantGroup1="1" enchantGroup2="1">
@@ -2642,7 +2645,7 @@
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Disarm" val="0" abnormalVisualEffect="bleed">
+			<effect name="Disarm" abnormalVisualEffect="bleed">
 				<mul order="0x30" stat="pAtk" val="0.6" />
 			</effect>
 		</for>
@@ -2686,7 +2689,7 @@
 			<using kind="Crossbow" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="489" levels="1" name="Shift Target">
@@ -2710,7 +2713,7 @@
 			<using kind="Crossbow" />
 		</cond>
 		<for>
-			<effect name="TransferHate" noicon="1" val="0">
+			<effect name="TransferHate">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -2742,7 +2745,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd">
 					<using kind="Crossbow" />
 				</mul>
@@ -2801,7 +2804,7 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="493" levels="28" name="Storm Assault" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -2861,7 +2864,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="494" levels="37" name="Shoulder Charge" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -2925,14 +2928,14 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
-			<effect name="EnemyCharge" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
+			<effect name="Stun" />
+			<effect name="EnemyCharge" />
 		</for>
 		<enchant2for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
-			<effect name="EnemyCharge" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
+			<effect name="Stun" />
+			<effect name="EnemyCharge" />
 		</enchant2for>
 	</skill>
 	<skill id="495" levels="10" name="Blade Rush" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2">
@@ -2990,15 +2993,15 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="bleed" />
 		</for>
 		<enchant1for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 			<effect name="DamOverTime" ticks="3" val="#ench1Power" abnormalVisualEffect="bleed" />
 		</enchant1for>
 		<enchant2for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 			<effect name="DamOverTime" ticks="3" val="134" abnormalVisualEffect="bleed" />
 		</enchant2for>
 	</skill>
@@ -3051,7 +3054,7 @@
 			<using kind="Ancient" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="497" levels="16" name="Crushing Pain" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -3105,7 +3108,7 @@
 			<using kind="Ancient" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="498" levels="12" name="Contagion" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -3148,7 +3151,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="499" levels="3" name="Courage">
@@ -3171,7 +3174,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="#trait_derangement" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/00500-00599.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/00500-00599.xml
index 6fcfa73e65a3c610790b92cf5fc4fa67db2ca757..93d7fa680c63ae78d55683176e47eeee918ee84a 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/00500-00599.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/00500-00599.xml
@@ -77,7 +77,7 @@
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="mAtkSpd" val="0.85" />
 				<mul order="0x30" stat="pDef" val="0.77" />
 			</effect>
@@ -108,10 +108,10 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="FocusSouls" noicon="1" val="#souls" />
+			<effect name="FocusSouls" val="#souls" />
 		</for>
 		<enchant1for>
-			<effect name="FocusSouls" noicon="1" val="#ench1souls" />
+			<effect name="FocusSouls" val="#ench1souls" />
 		</enchant1for>
 	</skill>
 	<skill id="503" levels="3" name="Scorn">
@@ -185,7 +185,7 @@
 			<using kind="Rapier" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="505" levels="28" name="Shining Edge" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -239,7 +239,7 @@
 			<using kind="Rapier" />
 		</cond>
 		<for>
-			<effect name="SoulBlow" noicon="1" val="0" />
+			<effect name="SoulBlow" />
 		</for>
 	</skill>
 	<skill id="506" levels="4" name="Checkmate" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2">
@@ -287,7 +287,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="507" levels="37" name="Twin Shot" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -338,7 +338,7 @@
 			<using kind="Crossbow" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="508" levels="31" name="Rising Shot" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2" enchantGroup5="2" enchantGroup6="2" enchantGroup7="2">
@@ -390,7 +390,7 @@
 			<using kind="Crossbow" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="509" levels="34" name="Bleeding Shot" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -439,11 +439,11 @@
 			<using kind="Crossbow" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="bleed" />
 		</for>
 		<enchant3for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 			<effect name="DamOverTime" ticks="3" val="67" abnormalVisualEffect="bleed" />
 		</enchant3for>
 	</skill>
@@ -480,7 +480,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Lethal">
 				<param fullLethal="#lethalStrikeRate" />
 			</effect>
 		</for>
@@ -498,7 +498,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="AddHate" noicon="1" val="500" />
+			<effect name="AddHate" val="500" />
 		</for>
 	</skill>
 	<skill id="512" levels="10" name="Create Bio Potion">
@@ -543,7 +543,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="10112" itemCount="1" />
 			</effect>
 		</for>
@@ -575,17 +575,17 @@
 			<player npcIdRadius="#ench1npcId,150,false" />
 		</enchant1cond>
 		<for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="#npcId" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="#ench1npcId" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="13045" />
 			</effect>
 		</enchant2for>
@@ -617,17 +617,17 @@
 			<player npcIdRadius="#ench1npcId,150,false" />
 		</enchant1cond>
 		<for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="#npcId" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="#ench1npcId" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="13051" />
 			</effect>
 		</enchant2for>
@@ -659,17 +659,17 @@
 			<player npcIdRadius="#ench1npcId,150,false" />
 		</enchant1cond>
 		<for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="#npcId" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="#ench1npcId" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="13070" />
 			</effect>
 		</enchant2for>
@@ -701,17 +701,17 @@
 			<player npcIdRadius="#ench1npcId,150,false" />
 		</enchant1cond>
 		<for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="#npcId" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="#ench1npcId" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="13056" />
 			</effect>
 		</enchant2for>
@@ -743,17 +743,17 @@
 			<player npcIdRadius="#ench1npcId,150,false" />
 		</enchant1cond>
 		<for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="#npcId" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="#ench1npcId" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="13056" />
 			</effect>
 		</enchant2for>
@@ -781,7 +781,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="520" levels="1" name="Quiver of Bolts: S-Grade">
@@ -807,7 +807,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="521" levels="8" name="Sharpshooting" enchantGroup1="1" enchantGroup2="1">
@@ -843,7 +843,7 @@
 			<using kind="Crossbow" />
 		</cond>
 		<for>
-			<effect name="ImmobileBuff" val="0">
+			<effect name="ImmobileBuff">
 				<add order="0x40" stat="pAtk" val="#pAtk">
 					<using kind="Crossbow" />
 				</add>
@@ -859,7 +859,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="ImmobileBuff" val="0">
+			<effect name="ImmobileBuff">
 				<add order="0x40" stat="pAtk" val="#ench1Power">
 					<using kind="Crossbow" />
 				</add>
@@ -907,44 +907,44 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0" abnormalVisualEffect="realtarget" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Debuff" abnormalVisualEffect="realtarget" />
+			<effect name="DefenceTrait">
 				<param BOW="#trait_bow" />
 				<param CROSSBOW="#trait_crossbow" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Debuff" val="0" abnormalVisualEffect="realtarget">
+			<effect name="Debuff" abnormalVisualEffect="realtarget">
 				<mul order="0x30" stat="pDef" val="#enchVuln" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param BOW="-24" />
 				<param CROSSBOW="-40" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Debuff" val="0" abnormalVisualEffect="realtarget">
+			<effect name="Debuff" abnormalVisualEffect="realtarget">
 				<mul order="0x30" stat="pAtk" val="#enchVuln" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param BOW="-24" />
 				<param CROSSBOW="-40" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Debuff" val="0" abnormalVisualEffect="realtarget">
+			<effect name="Debuff" abnormalVisualEffect="realtarget">
 				<mul order="0x30" stat="mDef" val="#enchVuln" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param BOW="-24" />
 				<param CROSSBOW="-40" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="Debuff" val="0" abnormalVisualEffect="realtarget">
+			<effect name="Debuff" abnormalVisualEffect="realtarget">
 				<mul order="0x30" stat="mAtk" val="#enchVuln" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param BOW="-24" />
 				<param CROSSBOW="-40" />
 			</effect>
@@ -982,7 +982,7 @@
 		<set name="trait" val="BLEED" />
 		<for>
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="bleed" />
-			<effect name="ChanceSkillTrigger" noicon="1" val="0" chanceType="ON_EXIT" triggeredId="5447" triggeredLevel="#triggeredLevel" />
+			<effect name="ChanceSkillTrigger" chanceType="ON_EXIT" triggeredId="5447" triggeredLevel="#triggeredLevel" />
 		</for>
 	</skill>
 	<skill id="524" levels="1" name="Cure Dark Seed">
@@ -996,7 +996,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="DARK_SEED,9" />
 			</effect>
 		</for>
@@ -1028,12 +1028,12 @@
 		<enchant2 name="reuseDelay" val="#ench2reuseDelay" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="#npcId" npcCount="1" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="#ench3npcId" npcCount="1" />
 			</effect>
 		</enchant3for>
@@ -1076,7 +1076,7 @@
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="pvpPower" val="#ench4Duel" />
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="527" levels="1" name="Iron Shield">
@@ -1094,7 +1094,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="30" />
@@ -1124,14 +1124,14 @@
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<enchant3 name="reuseDelay" val="#ench3Reuse" />
 		<for>
-			<effect name="TransferDamage" val="0">
+			<effect name="TransferDamage">
 				<add order="0x40" stat="transDamToPlayer" val="90" />
 				<add order="0x40" stat="pDef" val="3600" />
 				<add order="0x40" stat="mDef" val="2700" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="TransferDamage" val="0">
+			<effect name="TransferDamage">
 				<add order="0x40" stat="transDamToPlayer" val="90" />
 				<add order="0x40" stat="pDef" val="#ench1pDef" />
 				<add order="0x40" stat="mDef" val="#ench1mDef" />
@@ -1158,7 +1158,7 @@
 		<enchant1 name="abnormalTime" val="#ench1AbnormalTimes" />
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="fireRes" val="30" />
 				<add order="0x40" stat="waterRes" val="30" />
 				<add order="0x40" stat="earthRes" val="30" />
@@ -1189,7 +1189,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="30" />
 				<add order="0x40" stat="holyRes" val="30" />
 			</effect>
@@ -1220,7 +1220,7 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="critVuln" val="1.3" />
 			</effect>
 		</for>
@@ -1232,7 +1232,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="5" />
@@ -1248,7 +1248,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="5" />
@@ -1264,7 +1264,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="5" />
@@ -1280,7 +1280,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="5" />
@@ -1306,8 +1306,8 @@
 			<player cp="80" />
 		</cond>
 		<for>
-			<effect name="CpDamPercent" noicon="1" val="100" />
-			<effect name="Buff" val="0">
+			<effect name="CpDamPercent" val="100" />
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 				<mul order="0x30" stat="regHp" val="1.15" />
 				<mul order="0x30" stat="pAtk" val="1.25" />
@@ -1342,8 +1342,8 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="Spoil" val="0" />
-			<effect name="ChanceSkillTrigger" noicon="1" val="0" triggeredId="5430" chanceType="ON_EXIT" />
+			<effect name="Spoil" />
+			<effect name="ChanceSkillTrigger" triggeredId="5430" chanceType="ON_EXIT" />
 		</for>
 	</skill>
 	<skill id="538" levels="1" name="Final Form">
@@ -1395,7 +1395,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="540" levels="1" name="Wing Assault">
@@ -1420,7 +1420,7 @@
 			<target mindistance="200" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="541" levels="1" name="Transform Grail Apostle">
@@ -1921,7 +1921,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="123" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
@@ -1947,7 +1947,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="561" levels="4" name="Bless of Angel">
@@ -1968,7 +1968,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.12" />
 			</effect>
 		</for>
@@ -1991,7 +1991,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="3" />
 			</effect>
 		</for>
@@ -2017,7 +2017,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="564" levels="4" name="Gravity Control">
@@ -2047,7 +2047,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
@@ -2073,7 +2073,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="567" levels="4" name="Light of Heal">
@@ -2095,7 +2095,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="568" levels="4" name="Attack Buster">
@@ -2123,7 +2123,7 @@
 			<player Charges="2" />
 		</cond>
 		<for>
-			<effect name="EnergyAttack" noicon="1" val="0" />
+			<effect name="EnergyAttack" />
 		</for>
 	</skill>
 	<skill id="569" levels="4" name="Attack Storm">
@@ -2151,7 +2151,7 @@
 			<player Charges="3" />
 		</cond>
 		<for>
-			<effect name="EnergyAttack" noicon="1" val="0" />
+			<effect name="EnergyAttack" />
 		</for>
 	</skill>
 	<skill id="570" levels="4" name="Attack Rage">
@@ -2173,8 +2173,8 @@
 		<set name="power" val="1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect self="1" name="FocusEnergy" noicon="1" val="#maxCharges" />
+			<effect name="PhysicalAttack" />
+			<effect self="1" name="FocusEnergy" val="#maxCharges" />
 		</for>
 	</skill>
 	<skill id="571" levels="4" name="Poison Dust">
@@ -2229,7 +2229,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="573" levels="4" name="Earthquake">
@@ -2262,8 +2262,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="574" levels="4" name="Bomb Installation">
@@ -2280,7 +2280,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="#npcId" />
 			</effect>
 		</for>
@@ -2306,7 +2306,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="576" levels="4" name="Paw Strike">
@@ -2330,7 +2330,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="577" levels="4" name="Fire Breath">
@@ -2358,7 +2358,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="578" levels="4" name="Blaze Quake">
@@ -2391,7 +2391,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="poison" />
 		</for>
 	</skill>
@@ -2416,7 +2416,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ImmobileBuff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="ImmobileBuff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="pDef" val="#pDef" />
 				<add order="0x40" stat="mDef" val="#mDef" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
@@ -2445,8 +2445,8 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="FatalBlow" />
+			<effect name="Lethal">
 				<param halfLethal="10" />
 			</effect>
 		</for>
@@ -2477,7 +2477,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
@@ -2514,7 +2514,7 @@
 		<set name="targetType" val="FRONT_AREA" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="123" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
@@ -2535,7 +2535,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SilentMove" abnormalVisualEffect="stealth" val="0" />
+			<effect name="SilentMove" abnormalVisualEffect="stealth" />
 		</for>
 	</skill>
 	<skill id="584" levels="1" name="Power Claw">
@@ -2555,7 +2555,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="585" levels="1" name="Fast Moving">
@@ -2573,7 +2573,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="66" />
 			</effect>
 		</for>
@@ -2597,7 +2597,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="587" levels="2" name="Earth Storm">
@@ -2620,7 +2620,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="588" levels="2" name="Curse of Darkness">
@@ -2665,8 +2665,8 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="CORPSE_MOB" />
 		<for>
-			<effect name="HpByLevel" noicon="1" val="#drainHp" />
-			<effect name="ConsumeBody" noicon="1" val="0" />
+			<effect name="HpByLevel" val="#drainHp" />
+			<effect name="ConsumeBody" />
 		</for>
 	</skill>
 	<skill id="590" levels="1" name="Residence Body">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/00600-00699.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/00600-00699.xml
index 9f496e87d96e9431568a6f9da6b83810213b1726..4dfb608f068ffad5b5c3a0ab82646a3e314c036c 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/00600-00699.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/00600-00699.xml
@@ -69,7 +69,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="10" />
 			</effect>
 		</for>
@@ -81,7 +81,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="10" />
 			</effect>
 		</for>
@@ -93,7 +93,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="10" />
 			</effect>
 		</for>
@@ -259,7 +259,7 @@
 			<player canUntransform="true" />
 		</cond>
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="TRANSFORM,-1" />
 			</effect>
 		</for>
@@ -287,7 +287,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="621" levels="1" name="Create Special Bolt">
@@ -307,7 +307,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="10113" itemCount="1" />
 			</effect>
 		</for>
@@ -335,7 +335,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="#rEvas" />
 				<add order="0x40" stat="runSpd" val="#runSpd" />
 				<add order="0x40" stat="pSkillEvas" val="#pSkillEvas" />
@@ -398,7 +398,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="FocusSouls" noicon="1" val="50" />
+			<effect name="FocusSouls" val="50" />
 		</for>
 	</skill>
 	<skill id="626" levels="4" name="Critical Sense" enchantGroup1="1" enchantGroup2="1">
@@ -473,12 +473,12 @@
 			<using kind="Crossbow" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
-			<effect name="Fear" val="0" />
+			<effect name="PhysicalSoulAttack" />
+			<effect name="Fear" />
 		</for>
 		<enchant4for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
-			<effect name="Fear" val="0" />
+			<effect name="PhysicalSoulAttack" />
+			<effect name="Fear" />
 		</enchant4for>
 	</skill>
 	<skill id="628" levels="1" name="Warp">
@@ -498,7 +498,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Blink" noicon="1" val="0" />
+			<effect name="Blink" />
 		</for>
 	</skill>
 	<skill id="629" levels="1" name="Rabbit Magic Eye">
@@ -830,7 +830,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="5" />
 				<param HOLD="5" />
 				<param SLEEP="5" />
@@ -847,7 +847,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="2" chanceType="ON_HIT" triggeredId="5572" />
+			<effect name="ChanceSkillTrigger" activationChance="2" chanceType="ON_HIT" triggeredId="5572" />
 		</for>
 	</skill>
 	<skill id="652" levels="1" name="Knight Ability - Defense">
@@ -858,7 +858,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -875,7 +875,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="2" chanceType="ON_HIT" triggeredId="5574" />
+			<effect name="ChanceSkillTrigger" activationChance="2" chanceType="ON_HIT" triggeredId="5574" />
 		</for>
 	</skill>
 	<skill id="654" levels="1" name="Wizard Ability - Mana Steal">
@@ -886,7 +886,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="2" chanceType="ON_HIT" triggeredId="5575" />
+			<effect name="ChanceSkillTrigger" activationChance="2" chanceType="ON_HIT" triggeredId="5575" />
 		</for>
 	</skill>
 	<skill id="655" levels="1" name="Enchanter Ability - Barrier">
@@ -897,7 +897,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -1391,7 +1391,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="676" levels="1" name="Divine Warrior Sonic Blaster">
@@ -1409,7 +1409,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="677" levels="1" name="Divine Warrior Transfixion of Earth">
@@ -1428,7 +1428,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="678" levels="1" name="Divine Warrior War Cry">
@@ -1445,7 +1445,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.25" />
 			</effect>
 		</for>
@@ -1470,10 +1470,10 @@
 			<player hp="30" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.2" />
 			</effect>
-			<effect self="1" name="ChanceSkillTrigger" noicon="1" val="0" chanceType="ON_START" triggeredId="5602" />
+			<effect self="1" name="ChanceSkillTrigger" chanceType="ON_START" triggeredId="5602" />
 		</for>
 	</skill>
 	<skill id="680" levels="1" name="Divine Knight Hate">
@@ -1499,7 +1499,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TargetMe" val="0" />
+			<effect name="TargetMe" />
 		</for>
 	</skill>
 	<skill id="681" levels="1" name="Divine Knight Hate Aura">
@@ -1524,7 +1524,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="TargetMe" val="0" />
+			<effect name="TargetMe" />
 		</for>
 	</skill>
 	<skill id="682" levels="1" name="Divine Knight Stun Attack">
@@ -1551,8 +1551,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="683" levels="1" name="Divine Knight Thunder Storm">
@@ -1579,8 +1579,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="684" levels="1" name="Divine Knight Ultimate Defense">
@@ -1597,7 +1597,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ImmobileBuff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="ImmobileBuff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="pDef" val="3600" />
 				<add order="0x40" stat="mDef" val="2700" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
@@ -1624,10 +1624,10 @@
 			<player hp="30" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.2" />
 			</effect>
-			<effect self="1" name="ChanceSkillTrigger" noicon="1" val="0" chanceType="ON_START" triggeredId="5602" />
+			<effect self="1" name="ChanceSkillTrigger" chanceType="ON_START" triggeredId="5602" />
 		</for>
 	</skill>
 	<skill id="686" levels="1" name="Divine Rogue Stun Shot">
@@ -1653,9 +1653,9 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
+			<effect name="TargetCancel">
 				<param chance="40" />
 			</effect>
 		</for>
@@ -1676,7 +1676,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="688" levels="1" name="Divine Rogue Bleed Attack">
@@ -1703,7 +1703,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="139" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
@@ -1724,8 +1724,8 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="FatalBlow" />
+			<effect name="Lethal">
 				<param halfLethal="10" />
 			</effect>
 		</for>
@@ -1747,7 +1747,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
 		</for>
@@ -1772,10 +1772,10 @@
 			<player hp="30" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="10" />
 			</effect>
-			<effect self="1" name="ChanceSkillTrigger" noicon="1" val="0" chanceType="ON_START" triggeredId="5602" />
+			<effect self="1" name="ChanceSkillTrigger" chanceType="ON_START" triggeredId="5602" />
 		</for>
 	</skill>
 	<skill id="692" levels="1" name="Divine Wizard Holy Flare">
@@ -1795,8 +1795,8 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect self="1" name="Buff" val="0">
+			<effect name="MagicalAttack" />
+			<effect self="1" name="Buff">
 				<mul order="0x30" stat="pvpMagicalDmg" val="0.5" />
 			</effect>
 		</for>
@@ -1821,7 +1821,7 @@
 			<target race_id="1" /> <!-- Undead -->
 		</cond>
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="694" levels="1" name="Divine Wizard Holy Curtain">
@@ -1842,7 +1842,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="695" levels="1" name="Divine Wizard Holy Cloud">
@@ -1870,8 +1870,8 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="SLEEP" />
 		<for>
-			<effect name="Sleep" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Sleep" />
+			<effect name="DefenceTrait">
 				<param SLEEP="100" />
 			</effect>
 		</for>
@@ -1898,7 +1898,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="holyRes" val="25" />
 				<add order="0x40" stat="darkRes" val="12" />
 			</effect>
@@ -1924,10 +1924,10 @@
 			<player mp="10" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.2" />
 			</effect>
-			<effect self="1" name="ChanceSkillTrigger" noicon="1" val="0" chanceType="ON_START" triggeredId="5602" />
+			<effect self="1" name="ChanceSkillTrigger" chanceType="ON_START" triggeredId="5602" />
 		</for>
 	</skill>
 	<skill id="698" levels="1" name="Divine Healer Major Heal">
@@ -1943,7 +1943,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="946" />
+			<effect name="Heal" val="946" />
 		</for>
 	</skill>
 	<skill id="699" levels="1" name="Divine Healer Battle Heal">
@@ -1959,7 +1959,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="826" />
+			<effect name="Heal" val="826" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/00700-00799.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/00700-00799.xml
index 5129c622869584151339e84c73b2fd68bb701852..5b8a5275be7d3392fcd0a6e21c8535adb7bfb5b2 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/00700-00799.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/00700-00799.xml
@@ -18,7 +18,7 @@
 		<set name="targetType" val="PARTY" />
 		<for>
 			<effect name="HealOverTime" ticks="1" val="27" />
-			<effect name="Heal" noicon="1" val="400" />
+			<effect name="Heal" val="400" />
 		</for>
 	</skill>
 	<skill id="701" levels="1" name="Divine Healer Resurrection">
@@ -34,7 +34,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="70" />
 			</effect>
 		</for>
@@ -52,7 +52,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="debuff" rate="100" max="10" />
 			</effect>
 		</for>
@@ -74,9 +74,9 @@
 			<player mp="10" />
 		</cond>
 		<for>
-			<effect self="1" name="ChanceSkillTrigger" noicon="1" val="0" chanceType="ON_EXIT" triggeredId="5602" />
-			<effect name="HealPercent" noicon="1" val="100" />
-			<effect name="ManaHealPercent" noicon="1" val="100" />
+			<effect self="1" name="ChanceSkillTrigger" chanceType="ON_EXIT" triggeredId="5602" />
+			<effect name="HealPercent" val="100" />
+			<effect name="ManaHealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="704" levels="1" name="Divine Enchanter Water Spirit">
@@ -98,7 +98,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_MEMBER" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="2" />
 				<mul order="0x30" stat="regMp" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="1.1" />
@@ -132,7 +132,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_MEMBER" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="regHp" val="1.2" />
 				<add order="0x40" stat="mCritRate" val="2" />
@@ -168,7 +168,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_MEMBER" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<basemul order="0x30" stat="rCrit" val="0.2" />
 				<basemul order="0x30" stat="mCritRate" val="0.2" />
@@ -203,7 +203,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_MEMBER" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<add order="0x40" stat="mCritRate" val="2" />
 				<mul order="0x30" stat="cAtk" val="1.2" />
@@ -241,8 +241,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Root" />
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
 		</for>
@@ -267,7 +267,7 @@
 			<player mp="10" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="10" />
 				<add order="0x40" stat="accCombat" val="2" />
 				<mul order="0x30" stat="pDef" val="1.1" />
@@ -279,7 +279,7 @@
 				<mul order="0x30" stat="mAtk" val="1.1" />
 				<mul order="0x30" stat="mAtkSpd" val="1.1" />
 			</effect>
-			<effect self="1" name="ChanceSkillTrigger" noicon="1" val="0" chanceType="ON_START" triggeredId="5602" />
+			<effect self="1" name="ChanceSkillTrigger" chanceType="ON_START" triggeredId="5602" />
 		</for>
 	</skill>
 	<skill id="710" levels="1" name="Divine Summoner Summon Divine Beast">
@@ -302,6 +302,9 @@
 		<set name="summonTimeLostIdle" val="500" />
 		<set name="summonTotalLifeTime" val="3600000" />
 		<set name="targetType" val="SELF" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="711" levels="1" name="Divine Summoner Transfer Pain">
 		<set name="icon" val="icon.skill_transform_etc" />
@@ -335,7 +338,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SERVITOR" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.2" />
 				<mul order="0x30" stat="pAtk" val="1.1" />
 				<mul order="0x30" stat="cAtk" val="1.2" />
@@ -349,7 +352,7 @@
 				<mul order="0x30" stat="mAtkSpd" val="1.2" />
 				<sub order="0x40" stat="debuffVuln" val="20" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="20" />
+			<effect name="HealPercent" val="20" />
 		</for>
 	</skill>
 	<skill id="713" levels="1" name="Divine Summoner Servitor Hill">
@@ -365,7 +368,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="SERVITOR" />
 		<for>
-			<effect name="Heal" noicon="1" val="991" />
+			<effect name="Heal" val="991" />
 		</for>
 	</skill>
 	<skill id="714" levels="1" name="Sacrifice Summoner">
@@ -388,11 +391,11 @@
 			<player mp="10" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.2" />
 				<mul order="0x30" stat="cAtk" val="1.2" />
 			</effect>
-			<effect self="1" name="ChanceSkillTrigger" noicon="1" val="0" chanceType="ON_START" triggeredId="5602" />
+			<effect self="1" name="ChanceSkillTrigger" chanceType="ON_START" triggeredId="5602" />
 		</for>
 	</skill>
 	<skill id="715" levels="4" name="Zaken Energy Drain">
@@ -418,7 +421,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.4" />
+			<effect name="HpDrain" val="0.4" />
 		</for>
 	</skill>
 	<skill id="716" levels="4" name="Zaken Hold">
@@ -446,7 +449,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="717" levels="4" name="Zaken Concentrated Attack">
@@ -469,7 +472,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="718" levels="4" name="Zaken Dancing Sword">
@@ -491,7 +494,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="719" levels="1" name="Zaken Vampiric Rage">
@@ -513,7 +516,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb 9% HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -541,7 +544,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="721" levels="2" name="Anakim Energy Attack">
@@ -566,7 +569,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="722" levels="2" name="Anakim Holy Beam">
@@ -591,7 +594,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="723" levels="1" name="Anakim Sunshine">
@@ -608,7 +611,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Heal" noicon="1" val="1340" />
+			<effect name="Heal" val="1340" />
 		</for>
 	</skill>
 	<skill id="724" levels="1" name="Anakim Clans">
@@ -624,7 +627,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="debuff" rate="100" max="10" />
 			</effect>
 		</for>
@@ -647,7 +650,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="726" levels="2" name="Venom Sonic Storm">
@@ -667,7 +670,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="727" levels="1" name="Venom Disillusion">
@@ -687,7 +690,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.08" />
 			</effect>
 		</for>
@@ -708,7 +711,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="729" levels="1" name="Gordon Sword Stab">
@@ -727,7 +730,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="730" levels="1" name="Gordon Press">
@@ -754,7 +757,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.77" />
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 				<mul order="0x30" stat="mAtkSpd" val="0.77" />
@@ -779,7 +782,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="732" levels="1" name="Ranku Stun Attack">
@@ -807,8 +810,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="733" levels="1" name="Kechi Double Cutter">
@@ -827,7 +830,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="734" levels="1" name="Kechi Air Blade">
@@ -845,7 +848,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="735" levels="1" name="Devil Spinning Weapon">
@@ -865,7 +868,7 @@
 		<set name="reuseDelay" val="11000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="736" levels="1" name="Devil Seed">
@@ -895,7 +898,7 @@
 		<set name="trait" val="BLEED" />
 		<for>
 			<effect name="DamOverTime" ticks="3" val="351" abnormalVisualEffect="bleed" />
-			<effect name="ChanceSkillTrigger" noicon="1" val="0" triggeredId="5248" triggeredLevel="9" chanceType="ON_EXIT" />
+			<effect name="ChanceSkillTrigger" triggeredId="5248" triggeredLevel="9" chanceType="ON_EXIT" />
 		</for>
 	</skill>
 	<skill id="737" levels="1" name="Devil Ultimate Defense">
@@ -913,7 +916,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ImmobileBuff" val="0">
+			<effect name="ImmobileBuff">
 				<add order="0x40" stat="pDef" val="1800" />
 				<add order="0x40" stat="mDef" val="1350" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
@@ -937,7 +940,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="739" levels="3" name="Heretic Battle Heal">
@@ -960,7 +963,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="740" levels="3" name="Heretic Resurrection">
@@ -983,7 +986,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="#power" />
 			</effect>
 		</for>
@@ -1041,7 +1044,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="743" levels="3" name="Vale Master Dark Explosion">
@@ -1069,7 +1072,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="744" levels="3" name="Vale Master Dark Flare">
@@ -1095,7 +1098,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="745" levels="3" name="Vale Master Dark Cure">
@@ -1117,7 +1120,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="debuff" rate="100" max="10" />
 			</effect>
 		</for>
@@ -1142,7 +1145,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="747" levels="3" name="Saber Tooth Tiger Fear">
@@ -1171,8 +1174,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Fear" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="748" levels="1" name="Saber Tooth Tiger Sprint">
@@ -1192,7 +1195,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -1225,8 +1228,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="750" levels="1" name="Oel Mahum Ultimate Defense">
@@ -1244,7 +1247,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ImmobileBuff" val="0">
+			<effect name="ImmobileBuff">
 				<add order="0x40" stat="pDef" val="1800" />
 				<add order="0x40" stat="mDef" val="1350" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
@@ -1275,7 +1278,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="752" levels="3" name="Doll Blader Sting">
@@ -1306,7 +1309,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="134" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
@@ -1330,7 +1333,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="754" levels="1" name="Doll Blader Clairvoyance">
@@ -1352,7 +1355,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 			</effect>
 		</for>
@@ -1365,7 +1368,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="mDef" val="1.15" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="300" />
 				<param chance="20" />
@@ -1385,7 +1388,7 @@
 			<add order="0x40" stat="waterRes" val="20" />
 			<add order="0x40" stat="windRes" val="20" />
 			<add order="0x40" stat="earthRes" val="20" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="20" />
@@ -1403,7 +1406,7 @@
 		<for>
 			<add order="0x40" stat="holyRes" val="20" />
 			<add order="0x40" stat="darkRes" val="20" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="20" />
@@ -1433,7 +1436,7 @@
 				<using kind="Sword,Big Sword,Blunt,Big Blunt,Dual Sword,Dual Fist,Dagger,Dual Dagger,Pole,Ancient,Rapier" />
 			</mul>
 			<!-- TODO: Require support for effects using conditions -->
-			<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="3" chanceType="ON_HIT" triggeredId="5559"> -->
+			<!-- <effect name="ChanceSkillTrigger" activationChance="3" chanceType="ON_HIT" triggeredId="5559"> -->
 			<!-- <using kind="Sword,Big Sword,Blunt,Big Blunt,Dual Sword,Dual Fist,Dagger,Dual Dagger,Pole,Ancient,Rapier" /> -->
 			<!-- </effect> -->
 		</for>
@@ -1459,7 +1462,7 @@
 				<using kind="Crossbow,Bow" />
 			</add>
 			<!-- TODO: Require support for effects using conditions -->
-			<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="3" chanceType="ON_HIT" triggeredId="5559"> -->
+			<!-- <effect name="ChanceSkillTrigger" activationChance="3" chanceType="ON_HIT" triggeredId="5559"> -->
 			<!-- <using kind="Crossbow,Bow" /> -->
 			<!-- </effect> -->
 		</for>
@@ -1478,7 +1481,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="Buff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="mDef" val="5000" />
 			</effect>
 		</for>
@@ -1500,7 +1503,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="8" />
@@ -1542,16 +1545,16 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="maxCp" val="0.1" />
 				<add order="0x40" stat="debuffVuln" val="30" />
 				<mul order="0x30" stat="healEffect" val="0.7" />
 			</effect>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="25" max="5" />
 			</effect>
-			<effect name="CpDamPercent" noicon="1" val="90" />
+			<effect name="CpDamPercent" val="90" />
 		</for>
 	</skill>
 	<skill id="763" levels="1" name="Hell Scream">
@@ -1576,7 +1579,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0">
+			<effect name="Fear">
 				<mul order="0x30" stat="mDef" val="0.7" />
 				<mul order="0x30" stat="pDef" val="0.7" />
 				<mul order="0x30" stat="runSpd" val="0.7" />
@@ -1607,7 +1610,7 @@
 		<enchant2 name="effectPoint" val="#ench2EffectPoints" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="10" />
 				<param CROSSBOW="5" />
 			</effect>
@@ -1640,10 +1643,10 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="0.01" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param BOW="45" />
 				<param CROSSBOW="25" />
 			</effect>
@@ -1667,7 +1670,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="5" />
@@ -1690,7 +1693,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="Buff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="runSpd" val="20" />
 				<add order="0x40" stat="rEvas" val="15" />
 				<mul order="0x30" stat="blowRate" val="1.3" />
@@ -1713,7 +1716,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="Buff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="runSpd" val="50" />
 				<add order="0x40" stat="rEvas" val="20" />
 				<mul order="0x30" stat="blowRate" val="1.2" />
@@ -1736,7 +1739,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="Buff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="runSpd" val="33" />
 				<add order="0x40" stat="rEvas" val="15" />
 				<mul order="0x30" stat="blowRate" val="1.4" />
@@ -1768,8 +1771,8 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="ChanceSkillTrigger" val="0" chanceType="ON_START" triggeredId="23298" />
+			<effect name="PhysicalAttack" />
+			<effect name="ChanceSkillTrigger" chanceType="ON_START" triggeredId="23298" />
 		</for>
 	</skill>
 	<skill id="772" levels="1" name="Arrow Rain">
@@ -1794,8 +1797,8 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="ChanceSkillTrigger" val="0" chanceType="ON_START" triggeredId="23299" />
+			<effect name="PhysicalAttack" />
+			<effect name="ChanceSkillTrigger" chanceType="ON_START" triggeredId="23299" />
 		</for>
 	</skill>
 	<skill id="773" levels="1" name="Ghost Piercing">
@@ -1821,8 +1824,8 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="ChanceSkillTrigger" val="0" chanceType="ON_START" triggeredId="23300" />
+			<effect name="PhysicalAttack" />
+			<effect name="ChanceSkillTrigger" chanceType="ON_START" triggeredId="23300" />
 		</for>
 	</skill>
 	<skill id="774" levels="1" name="Dread Pool">
@@ -1847,7 +1850,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0">
+			<effect name="Fear">
 				<mul order="0x30" stat="runSpd" val="0.67" />
 				<mul order="0x30" stat="pDef" val="0.67" />
 				<sub order="0x40" stat="rEvas" val="10" />
@@ -1882,7 +1885,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Disarm" val="0" abnormalVisualEffect="bleed">
+			<effect name="Disarm" abnormalVisualEffect="bleed">
 				<mul order="0x30" stat="pAtk" val="0.6" />
 			</effect>
 		</for>
@@ -1917,7 +1920,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="EnergyAttack" noicon="1" val="0" />
+			<effect name="EnergyAttack" />
 			<effect name="DamOverTime" ticks="1" val="80" abnormalVisualEffect="poison" />
 		</for>
 	</skill>
@@ -1942,7 +1945,7 @@
 			<using kind="Big Sword,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="778" levels="1" name="Golem Armor">
@@ -1982,7 +1985,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="10" cubicDelay="10" cubicDuration="900" cubicMaxCount="50" cubicSkillChance="30" cubicPower="2106" />
 				<param cubicSkill1Chance="33" cubicSkill2Chance="33" cubicSkill3Chance="33" />
 			</effect>
@@ -2002,7 +2005,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="11" cubicDelay="10" cubicDuration="900" cubicMaxCount="50" cubicSkillChance="30" cubicPower="2106" />
 				<param cubicSkill1Chance="33" cubicSkill2Chance="33" cubicSkill3Chance="33" />
 			</effect>
@@ -2022,7 +2025,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="12" cubicDelay="10" cubicDuration="900" cubicMaxCount="50" cubicSkillChance="30" cubicPower="2106" />
 				<param cubicSkill1Chance="33" cubicSkill2Chance="33" cubicSkill3Chance="33" />
 			</effect>
@@ -2042,7 +2045,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="13" cubicDelay="10" cubicDuration="900" cubicMaxCount="50" cubicSkillChance="30" cubicPower="2106" />
 				<param cubicSkill1Chance="33" cubicSkill2Chance="33" cubicSkill3Chance="33" />
 			</effect>
@@ -2062,7 +2065,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="14" cubicDelay="10" cubicDuration="900" cubicMaxCount="50" cubicSkillChance="30" cubicPower="2106" />
 				<param cubicSkill1Chance="33" cubicSkill2Chance="33" cubicSkill3Chance="33" />
 			</effect>
@@ -2085,7 +2088,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="20" />
@@ -2114,7 +2117,7 @@
 			<player active_effect_id_lvl="5562,3" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="debuffVuln" val="40" />
 				<mul order="0x30" stat="pDef" val="1.5" />
 				<mul order="0x30" stat="mDef" val="1.5" />
@@ -2149,7 +2152,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="20" />
@@ -2182,13 +2185,13 @@
 			<player active_effect_id_lvl="5563,3" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancelVuln" val="100" />
 				<sub order="0x40" stat="debuffVuln" val="30" />
 				<mul order="0x30" stat="healEffect" val="1.3" />
 			</effect>
-			<effect name="HealOverTime" noicon="1" ticks="3" val="50" />
-			<effect name="HealPercent" noicon="1" val="50" />
+			<effect name="HealOverTime" ticks="3" val="50" />
+			<effect name="HealPercent" val="50" />
 		</for>
 	</skill>
 	<skill id="788" levels="1" name="Pain of Shilen">
@@ -2208,7 +2211,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="20" />
@@ -2237,7 +2240,7 @@
 			<player active_effect_id_lvl="5564,3" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.3" />
 				<mul order="0x30" stat="mAtk" val="1.3" />
 				<add order="0x40" stat="runSpd" val="30" />
@@ -2277,7 +2280,7 @@
 			<using kind="Crossbow" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="791" levels="1" name="Lightning Shock">
@@ -2305,8 +2308,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
-			<effect name="ChanceSkillTrigger" val="0" triggeredId="6092" chanceType="ON_EXIT">
+			<effect name="MagicalSoulAttack" />
+			<effect name="ChanceSkillTrigger" triggeredId="6092" chanceType="ON_EXIT">
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<mul order="0x30" stat="mAtkSpd" val="0.5" />
@@ -2336,7 +2339,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0" abnormalVisualEffect="poison">
+			<effect name="TriggerSkillByDamage" abnormalVisualEffect="poison">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="10" />
@@ -2405,12 +2408,12 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalSoulAttack" />
+			<effect name="Stun" />
 		</for>
 		<enchant3for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalSoulAttack" />
+			<effect name="Stun" />
 		</enchant3for>
 	</skill>
 	<skill id="794" levels="1" name="Mass Disarm" enchantGroup1="6" enchantGroup2="6">
@@ -2443,7 +2446,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="reuseDelay" val="#ench2Reuse" />
 		<for>
-			<effect name="Disarm" val="0" abnormalVisualEffect="bleed">
+			<effect name="Disarm" abnormalVisualEffect="bleed">
 				<mul order="0x30" stat="pAtk" val="0.6" />
 			</effect>
 		</for>
@@ -2466,7 +2469,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="796" levels="1" name="Divine Knight Explosion Attack">
@@ -2483,7 +2486,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="797" levels="1" name="Divine Rogue Piercing Attack">
@@ -2504,7 +2507,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="798" levels="1" name="Divine Warrior Assault Attack">
@@ -2530,7 +2533,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="69" abnormalVisualEffect="poison" />
 		</for>
 	</skill>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/00800-00899.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/00800-00899.xml
index f4cdb3d4ab447feb88d6fdbdce59bd939af05489..914daf5c5c380346070b6604dfd9044be679d786 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/00800-00899.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/00800-00899.xml
@@ -76,7 +76,7 @@
 		<set name="reuseDelay" val="75000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="25" max="5" />
 			</effect>
 		</for>
@@ -95,7 +95,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.4" />
 			</effect>
 		</for>
@@ -122,8 +122,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="809" levels="1" name="Golem Tornado Swing">
@@ -140,7 +140,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="810" levels="1" name="Vanguard">
@@ -272,7 +272,7 @@
 			<using kind="Big Sword,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="815" levels="43" name="Blade Hurricane">
@@ -300,7 +300,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="816" levels="43" name="Cleave">
@@ -330,7 +330,7 @@
 			<using kind="Big Sword,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="817" levels="43" name="Double Strike">
@@ -359,7 +359,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="818" levels="1" name="Evasion Counter">
@@ -369,7 +369,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="10" chanceType="ON_EVADED_HIT" triggeredId="5673" />
+			<effect name="ChanceSkillTrigger" activationChance="10" chanceType="ON_EVADED_HIT" triggeredId="5673" />
 		</for>
 	</skill>
 	<skill id="819" levels="1" name="Evasion Chance">
@@ -379,7 +379,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="10" chanceType="ON_EVADED_HIT" triggeredId="5674" />
+			<effect name="ChanceSkillTrigger" activationChance="10" chanceType="ON_EVADED_HIT" triggeredId="5674" />
 		</for>
 	</skill>
 	<skill id="820" levels="1" name="Evasion Haste">
@@ -389,7 +389,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="10" chanceType="ON_EVADED_HIT" triggeredId="5675" />
+			<effect name="ChanceSkillTrigger" activationChance="10" chanceType="ON_EVADED_HIT" triggeredId="5675" />
 		</for>
 	</skill>
 	<skill id="821" levels="1" name="Shadow Step">
@@ -406,8 +406,8 @@
 		<set name="reuseDelay" val="75000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TeleportToTarget" noicon="1" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0" />
+			<effect name="TeleportToTarget" />
+			<effect name="TargetCancel" />
 		</for>
 	</skill>
 	<skill id="822" levels="3" name="Repair Golem">
@@ -429,7 +429,7 @@
 		<set name="targetType" val="SERVITOR" />
 		<!-- FIXME: It shouldn't affect all summons, missing condition for target race "construct" -->
 		<for>
-			<effect name="HealPercent" noicon="1" val="#amount" />
+			<effect name="HealPercent" val="#amount" />
 		</for>
 	</skill>
 	<skill id="823" levels="3" name="Strengthen Golem">
@@ -456,7 +456,7 @@
 		<set name="targetType" val="SERVITOR" />
 		<!-- FIXME: It shouldn't affect all summons, missing condition for target race "construct" -->
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
@@ -486,7 +486,7 @@
 		<set name="targetType" val="SERVITOR" />
 		<!-- FIXME: It shouldn't affect all summons, missing condition for target race "construct" -->
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 				<mul order="0x30" stat="maxHp" val="#maxHp" />
 			</effect>
@@ -510,7 +510,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.05">
 					<using kind="Sword,Big Sword,Dagger,Dual Dagger,Pole,Rapier,Ancient,Dual Sword,Dual Fist" />
 				</mul>
@@ -538,12 +538,12 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.05">
 					<using kind="Blunt,Big Blunt" />
 				</mul>
 			</effect>
-			<effect name="AttackTrait" val="0" noicon="1">
+			<effect name="AttackTrait">
 				<param SHOCK="8" />
 			</effect>
 		</for>
@@ -566,7 +566,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.05">
 					<using kind="Bow,Crossbow" />
 				</mul>
@@ -594,7 +594,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.1">
 					<using kind="Heavy" />
 				</mul>
@@ -619,7 +619,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.05">
 					<using kind="Light" />
 				</mul>
@@ -647,7 +647,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.05">
 					<using kind="Magic" />
 				</mul>
@@ -670,7 +670,7 @@
 		<set name="reuseDelay" val="75000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13128" npcCount="1" despawnDelay="180000" />
 			</effect>
 		</for>
@@ -701,7 +701,7 @@
 		<set name="reuseDelay" val="900000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
+			<effect name="HealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="834" levels="1" name="Blood Pact">
@@ -719,7 +719,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.1" />
 				<add order="0x40" stat="regHp" val="10" />
 			</effect>
@@ -755,7 +755,7 @@
 		<set name="trait" val="BLEED" />
 		<for>
 			<effect name="ManaDamOverTime" ticks="3" val="#mdot" abnormalVisualEffect="bleed" />
-			<effect name="ChanceSkillTrigger" noicon="1" val="0" triggeredId="5697" triggeredLevel="#triggeredLevel" chanceType="ON_EXIT" />
+			<effect name="ChanceSkillTrigger" triggeredId="5697" triggeredLevel="#triggeredLevel" chanceType="ON_EXIT" />
 		</for>
 	</skill>
 	<skill id="836" levels="3" name="Oblivion Trap">
@@ -773,7 +773,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="#npcId" />
 			</effect>
 		</for>
@@ -795,7 +795,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
+			<effect name="Invincible" special="invincible" />
 		</for>
 	</skill>
 	<skill id="838" levels="1" name="Switch Stance">
@@ -808,7 +808,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="TRANSFORM,-1" />
 			</effect>
 		</for>
@@ -822,7 +822,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="TRANSFORM,-1" />
 			</effect>
 		</for>
@@ -929,7 +929,7 @@
 		<set name="power" val="3480" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="844" levels="1" name="Outpost Construction">
@@ -1358,7 +1358,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="870" levels="8" name="Knight Mercenary Power Strike">
@@ -1380,7 +1380,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="871" levels="1" name="Might">
@@ -1402,7 +1402,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -1426,7 +1426,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="873" levels="1" name="Rapid Shot">
@@ -1444,7 +1444,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.12">
 					<using kind="Bow" />
 				</mul>
@@ -1475,7 +1475,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="875" levels="1" name="Empower">
@@ -1497,7 +1497,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -1525,7 +1525,7 @@
 		<set name="soulMaxConsumeCount" val="5" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="877" levels="8" name="Kamael Captain Mercenary Disarm">
@@ -1552,7 +1552,7 @@
 		<set name="soulMaxConsumeCount" val="1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Disarm" val="0" abnormalVisualEffect="bleed">
+			<effect name="Disarm" abnormalVisualEffect="bleed">
 				<mul order="0x30" stat="pAtk" val="0.6" />
 			</effect>
 		</for>
@@ -1576,7 +1576,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="879" levels="7" name="Knight Captain Mercenary Curse Fear">
@@ -1604,7 +1604,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="880" levels="1" name="Knight Captain Mercenary Ultimate Defense">
@@ -1622,7 +1622,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ImmobileBuff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="ImmobileBuff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="pDef" val="3600" />
 				<add order="0x40" stat="mDef" val="2700" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
@@ -1650,7 +1650,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="882" levels="7" name="Commander Mercenary Blaze">
@@ -1674,7 +1674,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="883" levels="7" name="Commander Mercenary Seal of Binding">
@@ -1702,8 +1702,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Root" />
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
 		</for>
@@ -1729,7 +1729,7 @@
 			<target mindistance="200" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="885" levels="1" name="Air Blink">
@@ -1752,9 +1752,9 @@
 		<set name="simultaneousCast" val="true" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect self="1" name="Blink" noicon="1" val="0" />
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" special="airstun" />
+			<effect self="1" name="Blink" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" special="airstun" />
 		</for>
 	</skill>
 	<skill id="886" levels="11" name="Air Shock Bomb">
@@ -1783,8 +1783,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" special="airstun" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" special="airstun" />
 		</for>
 	</skill>
 	<skill id="887" levels="11" name="Sky Clutch">
@@ -1814,8 +1814,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Root" val="0" special="airroot" />
+			<effect name="MagicalAttack" />
+			<effect name="Root" special="airroot" />
 		</for>
 	</skill>
 	<skill id="888" levels="11" name="Energy Storm">
@@ -1836,7 +1836,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="889" levels="11" name="Energy Storm">
@@ -1857,7 +1857,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="890" levels="11" name="Prodigious Flare">
@@ -1878,7 +1878,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="891" levels="11" name="Energy Shot">
@@ -1900,7 +1900,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="892" levels="11" name="Energy Shot">
@@ -1922,7 +1922,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="893" levels="11" name="Concentrated Energy Shot">
@@ -1944,7 +1944,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="894" levels="1" name="Exhilarate">
@@ -1962,7 +1962,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="1.08" />
 				<mul order="0x30" stat="pDef" val="1.18" />
@@ -1985,7 +1985,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regMp" val="1.2" />
 				<mul order="0x30" stat="runSpd" val="0.8" />
 				<mul order="0x30" stat="mAtk" val="1.2" />
@@ -2015,7 +2015,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="897" levels="6" name="Double Blast">
@@ -2036,7 +2036,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="898" levels="6" name="Tornado Slash">
@@ -2057,7 +2057,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="899" levels="6" name="Cat Roar">
@@ -2086,8 +2086,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.6" />
 				<mul order="0x30" stat="mDef" val="0.6" />
 				<mul order="0x30" stat="runSpd" val="0.6" />
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/00900-00999.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/00900-00999.xml
index 1e83713921e10a5426340584306eefea3fe713ad..56dd3fac072684360d78290ea16baf917d478384 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/00900-00999.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/00900-00999.xml
@@ -20,7 +20,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="FRONT_AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="901" levels="6" name="Dark Strike">
@@ -43,7 +43,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="902" levels="6" name="Bursting Flame">
@@ -65,7 +65,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="903" levels="6" name="Stratum Explosion">
@@ -87,7 +87,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="904" levels="6" name="Corpse Burst">
@@ -120,7 +120,7 @@
 		<set name="targetType" val="AREA_CORPSE_MOB" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="230" abnormalVisualEffect="poison" />
 		</for>
 	</skill>
@@ -148,8 +148,8 @@
 		<set name="saveVs" val="CON" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="906" levels="6" name="Lance Step">
@@ -171,7 +171,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="FRONT_AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="907" levels="6" name="Aqua Blast">
@@ -194,7 +194,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="908" levels="6" name="Spin Slash">
@@ -215,7 +215,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="909" levels="6" name="Ice Focus">
@@ -247,7 +247,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="230" abnormalVisualEffect="poison">
 				<mul order="0x30" stat="runSpd" val="0.3" />
 				<mul order="0x30" stat="pAtkSpd" val="0.8" />
@@ -283,7 +283,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="911" levels="11" name="Energy Burst">
@@ -304,7 +304,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="912" levels="1" name="Summon Imperial Phoenix">
@@ -327,6 +327,9 @@
 		<set name="targetType" val="SELF" />
 		<!-- Summon-specific -->
 		<set name="npcId" val="14918" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="913" levels="1" name="Deflect Magic">
 		<set name="abnormalLvl" val="1" />
@@ -342,7 +345,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="magicSuccRes" val="2" />
 			</effect>
 		</for>
@@ -364,11 +367,11 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="debuffVuln" val="30" />
 				<mul order="0x30" stat="healEffect" val="1.3" />
 			</effect>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="debuff" rate="80" max="3" />
 			</effect>
 		</for>
@@ -393,7 +396,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.08" />
 				<mul order="0x30" stat="pAtkSpd" val="1.08" />
 				<mul order="0x30" stat="mAtk" val="1.16" />
@@ -426,7 +429,7 @@
 			<using kind="Shield" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="vengeanceMdam" val="#vengeanceMdam" />
 			</effect>
 		</for>
@@ -446,7 +449,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pvpPhysDmg" val="1.3" />
 				<mul order="0x30" stat="physicalSkillPower" val="1.3" />
 			</effect>
@@ -472,7 +475,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="FocusMaxEnergy" noicon="1" val="8" />
+			<effect name="FocusMaxEnergy" val="8" />
 		</for>
 	</skill>
 	<skill id="919" levels="1" name="Maximum Focus Sonic">
@@ -495,7 +498,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="FocusMaxEnergy" noicon="1" val="0" />
+			<effect name="FocusMaxEnergy" />
 		</for>
 	</skill>
 	<skill id="920" levels="37" name="Power Crush">
@@ -523,7 +526,7 @@
 			<using kind="Pole" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="921" levels="1" name="Cursed Pierce">
@@ -548,7 +551,7 @@
 			<using kind="Pole" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="922" levels="1" name="Hide">
@@ -568,7 +571,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Hide" val="0">
+			<effect name="Hide">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -605,7 +608,7 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="925" levels="1" name="Sigil Mastery">
@@ -676,7 +679,7 @@
 			<using kind="Sword,Big Sword,Blunt,Big Blunt,Dual Sword,Dual Fist,Dagger,Dual Dagger,Pole,Ancient,Rapier" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="1" val="#dot" abnormalVisualEffect="flame" />
 		</for>
 	</skill>
@@ -702,8 +705,8 @@
 			<using kind="Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="FatalBlow" />
+			<effect name="Lethal">
 				<param fullLethal="1" halfLethal="8" /> <!-- FIXME: full lethal rate unconfirmed -->
 			</effect>
 		</for>
@@ -947,8 +950,8 @@
 		<set name="overHit" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect self="1" name="FocusSouls" noicon="1" val="1" />
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect self="1" name="FocusSouls" val="1" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="940" levels="1" name="Fake Attack">
@@ -1039,8 +1042,8 @@
 			<using kind="Sword,Big Sword,Blunt,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Spoil" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Spoil" />
 		</for>
 	</skill>
 	<skill id="948" levels="1" name="Eye for Eye">
@@ -1057,7 +1060,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="vengeancePdam" val="90" />
 				<add order="0x40" stat="reflectDam" val="90" />
 			</effect>
@@ -1093,7 +1096,7 @@
 			<using kind="Blunt,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="1" val="92" abnormalVisualEffect="flame" />
 		</for>
 	</skill>
@@ -1117,7 +1120,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="951" levels="7" name="Wing Assault">
@@ -1145,7 +1148,7 @@
 			<target mindistance="200" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="952" levels="5" name="Collector's Experience">
@@ -1163,7 +1166,7 @@
 			</add>
 			<mul order="0x30" stat="rShld" val="#rShld" />
 			<!-- FIXME: activationChance value unconfirmed -->
-			<effect name="ChanceSkillTrigger" val="0" activationChance="30" activationSkills="997" chanceType="ON_CAST" triggeredId="6920" />
+			<effect name="ChanceSkillTrigger" activationChance="30" activationSkills="997" chanceType="ON_CAST" triggeredId="6920" />
 		</for>
 	</skill>
 	<skill id="953" levels="1" name="Life to Soul">
@@ -1182,7 +1185,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="FocusSouls" noicon="1" val="5" />
+			<effect name="FocusSouls" val="5" />
 		</for>
 	</skill>
 	<skill id="954" levels="1" name="Strider Bite">
@@ -1210,7 +1213,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="52" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
@@ -1229,7 +1232,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="66" />
 			</effect>
 		</for>
@@ -1254,7 +1257,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="#accCombat">
 					<using kind="Sword,Big Sword,Blunt,Big Blunt,Dual Sword" />
 				</add>
@@ -1294,7 +1297,7 @@
 			<using kind="Big Sword,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="958" levels="37" name="Triple Blade Slash">
@@ -1324,7 +1327,7 @@
 			<using kind="Dual Sword" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="959" levels="1" name="Frog Jump">
@@ -1343,7 +1346,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -1364,7 +1367,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -1385,7 +1388,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -1407,7 +1410,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -1428,7 +1431,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SilentMove" abnormalVisualEffect="stealth" val="0">
+			<effect name="SilentMove" abnormalVisualEffect="stealth">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -1487,7 +1490,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="969" levels="1" name="Treykan Dash">
@@ -1506,7 +1509,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="2" />
 			</effect>
 		</for>
@@ -1526,7 +1529,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="66" />
 			</effect>
 		</for>
@@ -1550,7 +1553,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -1570,7 +1573,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ImmobileBuff" val="0">
+			<effect name="ImmobileBuff">
 				<add order="0x40" stat="pAtk" val="199">
 					<using kind="Bow" />
 				</add>
@@ -1614,8 +1617,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="974" levels="7" name="Stun Shot">
@@ -1644,9 +1647,9 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
+			<effect name="TargetCancel">
 				<param chance="40" />
 			</effect>
 		</for>
@@ -1674,7 +1677,7 @@
 		<set name="reuseDelay" val="1200" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="976" levels="7" name="Wind Strike">
@@ -1700,7 +1703,7 @@
 		<set name="reuseDelay" val="1200" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="977" levels="6" name="Ice Bolt">
@@ -1734,8 +1737,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
 		</for>
@@ -1772,9 +1775,9 @@
 			<target mindistance="200" />
 		</cond>
 		<for>
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
-			<effect name="EnemyCharge" noicon="1" val="0" />
+			<effect name="PhysicalSoulAttack" />
+			<effect name="Stun" />
+			<effect name="EnemyCharge" />
 		</for>
 	</skill>
 	<skill id="979" levels="6" name="Aggression">
@@ -1798,8 +1801,8 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TargetMe" val="0" />
-			<effect name="GetAgro" noicon="1" val="0" />
+			<effect name="TargetMe" />
+			<effect name="GetAgro" />
 		</for>
 	</skill>
 	<skill id="980" levels="6" name="Hate Aura">
@@ -1824,8 +1827,8 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="TargetMe" val="0" />
-			<effect name="GetAgro" noicon="1" val="0" />
+			<effect name="TargetMe" />
+			<effect name="GetAgro" />
 		</for>
 	</skill>
 	<skill id="981" levels="6" name="Sleep">
@@ -1856,8 +1859,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SLEEP" />
 		<for>
-			<effect name="Sleep" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Sleep" />
+			<effect name="DefenceTrait">
 				<param SLEEP="100" />
 			</effect>
 		</for>
@@ -1881,7 +1884,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#amount" />
 				<mul order="0x30" stat="pAtkSpd" val="#amount" />
 			</effect>
@@ -1894,7 +1897,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="10" />
@@ -1925,8 +1928,8 @@
 			<using kind="Shield" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="TargetMe" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="TargetMe" />
 		</for>
 	</skill>
 	<skill id="985" levels="1" name="Challenge for Fate">
@@ -1945,9 +1948,9 @@
 		<set name="reuseDelay" val="45000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="TargetMe" val="0" />
-			<effect name="GetAgro" noicon="1" val="0" />
-			<effect self="1" name="ChanceSkillTrigger" noicon="1" val="0" activationChance="30" chanceType="ON_ATTACKED_HIT" triggeredId="6913" />
+			<effect name="TargetMe" />
+			<effect name="GetAgro" />
+			<effect self="1" name="ChanceSkillTrigger" activationChance="30" chanceType="ON_ATTACKED_HIT" triggeredId="6913" />
 		</for>
 	</skill>
 	<skill id="986" levels="25" name="Deadly Strike">
@@ -1974,7 +1977,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="987" levels="1" name="Multiple Shot">
@@ -1998,7 +2001,7 @@
 			<using kind="Bow,Crossbow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="988" levels="3" name="Battle Whisper">
@@ -2019,7 +2022,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="cAtk" val="#amount" />
 				<mul order="0x30" stat="pAtkSpd" val="#amount" />
@@ -2040,7 +2043,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.25" />
 				<add order="0x40" stat="rEvas" val="3" />
 				<mul order="0x30" stat="mDef" val="1.1" />
@@ -2066,7 +2069,7 @@
 			<using kind="Bow,Crossbow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="991" levels="1" name="Throwing Dagger">
@@ -2092,10 +2095,10 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.2" />
 			</effect>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="992" levels="8" name="Sonic Mastery">
@@ -2116,10 +2119,10 @@
 		</cond>
 		<!-- TODO: Require support for effects using conditions -->
 		<!-- <for> -->
-		<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="15" chanceType="ON_HIT" triggeredId="6813" triggeredLevel="#triggeredLevel"> -->
+		<!-- <effect name="ChanceSkillTrigger" activationChance="15" chanceType="ON_HIT" triggeredId="6813" triggeredLevel="#triggeredLevel"> -->
 		<!-- <using kind="Dual Sword,Sword,Big Sword,Blunt,Big Blunt" /> -->
 		<!-- </effect> -->
-		<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="30" chanceType="ON_CRIT" triggeredId="6813" triggeredLevel="#triggeredLevel"> -->
+		<!-- <effect name="ChanceSkillTrigger" activationChance="30" chanceType="ON_CRIT" triggeredId="6813" triggeredLevel="#triggeredLevel"> -->
 		<!-- <using kind="Dual Sword,Sword,Big Sword,Blunt,Big Blunt" /> -->
 		<!-- </effect> -->
 		<!-- </for> -->
@@ -2142,10 +2145,10 @@
 		</cond>
 		<!-- TODO: Require support for effects using conditions -->
 		<!-- <for> -->
-		<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="15" chanceType="ON_HIT" triggeredId="6814" triggeredLevel="#triggeredLevel"> -->
+		<!-- <effect name="ChanceSkillTrigger" activationChance="15" chanceType="ON_HIT" triggeredId="6814" triggeredLevel="#triggeredLevel"> -->
 		<!-- <using kind="Dual Fist" /> -->
 		<!-- </effect> -->
-		<!-- <effect name="ChanceSkillTrigger" val="0" activationChance="30" chanceType="ON_CRIT" triggeredId="6814" triggeredLevel="#triggeredLevel"> -->
+		<!-- <effect name="ChanceSkillTrigger" activationChance="30" chanceType="ON_CRIT" triggeredId="6814" triggeredLevel="#triggeredLevel"> -->
 		<!-- <using kind="Dual Fist" /> -->
 		<!-- </effect> -->
 		<!-- </for> -->
@@ -2173,7 +2176,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="EnemyCharge" noicon="1" val="0" />
+			<effect name="EnemyCharge" />
 		</for>
 	</skill>
 	<skill id="995" levels="1" name="Rush Impact">
@@ -2211,8 +2214,8 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="996" levels="1" name="Disarm">
@@ -2233,7 +2236,7 @@
 		<set name="saveVs" val="STR" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Disarm" val="0" abnormalVisualEffect="bleed">
+			<effect name="Disarm" abnormalVisualEffect="bleed">
 				<mul order="0x30" stat="pAtk" val="0.6" />
 			</effect>
 		</for>
@@ -2262,8 +2265,8 @@
 			<using kind="Sword,Big Sword,Blunt,Big Blunt" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.9" />
 				<mul order="0x30" stat="mDef" val="0.9" />
 			</effect>
@@ -2292,7 +2295,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="EnemyCharge" noicon="1" val="0" />
+			<effect name="EnemyCharge" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/01000-01099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/01000-01099.xml
index 81532792e2165acb4306b688b02569173f6b3d96..b153507b35b2dd93d05af67ea2c2717a7908b45f 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/01000-01099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/01000-01099.xml
@@ -57,7 +57,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 			</effect>
 		</for>
@@ -95,7 +95,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -133,7 +133,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 			</effect>
 		</for>
@@ -171,7 +171,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -208,7 +208,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="#mDef" />
 			</effect>
 		</for>
@@ -245,7 +245,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -283,7 +283,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="#mDef" />
 			</effect>
 		</for>
@@ -320,7 +320,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -358,7 +358,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -381,7 +381,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="#effectPoints" />
+			<effect name="Heal" val="#effectPoints" />
 		</for>
 	</skill>
 	<skill id="1012" levels="3" name="Cure Poison">
@@ -403,7 +403,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="#dispelAbnormals" />
 			</effect>
 		</for>
@@ -440,10 +440,10 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="ManaHealByLevel" noicon="1" val="#amount" />
+			<effect name="ManaHealByLevel" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="ManaHealByLevel" noicon="1" val="#ench1amount" />
+			<effect name="ManaHealByLevel" val="#ench1amount" />
 		</enchant1for>
 	</skill>
 	<skill id="1015" levels="15" name="Battle Heal">
@@ -465,7 +465,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="1016" levels="9" name="Resurrection">
@@ -487,7 +487,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="#power" />
 			</effect>
 		</for>
@@ -512,7 +512,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="#dispelAbnormals" />
 			</effect>
 		</for>
@@ -545,14 +545,14 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="Heal" val="#amount" />
+			<effect name="DispelBySlot">
 				<param dispel="#dispelAbnormals" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Heal" noicon="1" val="#ench1amount" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="Heal" val="#ench1amount" />
+			<effect name="DispelBySlot">
 				<param dispel="POISON,9;BLEEDING,9" />
 			</effect>
 		</enchant1for>
@@ -574,7 +574,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Heal" noicon="1" val="#effectPoints" />
+			<effect name="Heal" val="#effectPoints" />
 		</for>
 	</skill>
 	<skill id="1028" levels="19" name="Might of Heaven" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -618,7 +618,7 @@
 			<target race_id="1" /> <!-- Undead -->
 		</cond>
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1031" levels="8" name="Disrupt Undead">
@@ -646,7 +646,7 @@
 			<target race_id="1" /> <!-- Undead -->
 		</cond>
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1032" levels="3" name="Invigor" enchantGroup1="1" enchantGroup2="1" enchantGroup3="1">
@@ -683,12 +683,12 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="#trait_bleed" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="#ench3Trait_bleed" />
 			</effect>
 		</enchant3for>
@@ -729,12 +729,12 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="#trait_poison" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="#ench3Trait_poison" />
 			</effect>
 		</enchant3for>
@@ -768,7 +768,7 @@
 			<target race_id="1" /> <!-- Undead -->
 		</cond>
 		<for>
-			<effect name="DeleteHate" noicon="1" val="0">
+			<effect name="DeleteHate">
 				<param chance="40" />
 			</effect>
 		</for>
@@ -806,7 +806,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="#traits" />
 				<param SLEEP="#traits" />
 				<param DERANGEMENT="#traits" />
@@ -846,7 +846,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="#mDef" />
 			</effect>
 		</for>
@@ -884,7 +884,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#rate" />
 			</effect>
 		</for>
@@ -933,11 +933,11 @@
 			<target race_id="1" /> <!-- Undead -->
 		</cond>
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 		<enchant3for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Paralyze" val="0" />
+			<effect name="MagicalAttack" />
+			<effect name="Paralyze" />
 		</enchant3for>
 	</skill>
 	<skill id="1043" levels="1" name="Holy Weapon" enchantGroup1="1" enchantGroup2="1">
@@ -968,7 +968,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="holyPower" val="20" />
 			</effect>
 		</for>
@@ -1006,7 +1006,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="#rate" />
 			</effect>
 		</for>
@@ -1044,7 +1044,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="#maxHp" />
 			</effect>
 		</for>
@@ -1077,12 +1077,12 @@
 		<set name="targetType" val="SELF" />
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="regMp" val="#regMp" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="regMp" val="#ench1Power" />
 			</effect>
 		</enchant1for>
@@ -1120,7 +1120,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="#maxMp" />
 			</effect>
 		</for>
@@ -1153,7 +1153,7 @@
 			<target race_id="1" /> <!-- Undead -->
 		</cond>
 		<for>
-			<effect name="Passive" val="0" />
+			<effect name="Passive" />
 		</for>
 	</skill>
 	<skill id="1050" levels="2" name="Return">
@@ -1180,7 +1180,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -1203,7 +1203,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="25" max="5" />
 			</effect>
 		</for>
@@ -1241,7 +1241,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 			</effect>
 		</for>
@@ -1286,7 +1286,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="mDef" val="#mDef" />
@@ -1338,7 +1338,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Mute" val="0" />
+			<effect name="Mute" />
 		</for>
 	</skill>
 	<skill id="1068" levels="3" name="Might" enchantGroup1="1" enchantGroup2="1">
@@ -1374,7 +1374,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#rate" />
 			</effect>
 		</for>
@@ -1420,8 +1420,8 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Sleep" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Sleep" />
+			<effect name="DefenceTrait">
 				<param SLEEP="100" />
 			</effect>
 		</for>
@@ -1471,13 +1471,13 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="waterRes" val="20" />
 				<add order="0x40" stat="fireRes" val="10" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="waterRes" val="20" />
 				<add order="0x40" stat="fireRes" val="10" />
 				<sub order="0x40" stat="waterPower" val="#enchElementPower" />
@@ -1525,8 +1525,8 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Sleep" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Sleep" />
+			<effect name="DefenceTrait">
 				<param SLEEP="100" />
 			</effect>
 		</for>
@@ -1562,7 +1562,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="breath" val="#breath" />
 			</effect>
 		</for>
@@ -1612,13 +1612,13 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="windRes" val="20" />
 				<add order="0x40" stat="earthRes" val="10" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="windRes" val="20" />
 				<add order="0x40" stat="earthRes" val="10" />
 				<sub order="0x40" stat="windPower" val="#enchElementPower" />
@@ -1640,7 +1640,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="DeleteHate" noicon="1" val="0">
+			<effect name="DeleteHate">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -1676,7 +1676,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 			</effect>
 		</for>
@@ -1712,7 +1712,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancel" val="#cancel" />
 			</effect>
 		</for>
@@ -1765,13 +1765,13 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="fireRes" val="20" />
 				<add order="0x40" stat="waterRes" val="10" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="fireRes" val="20" />
 				<add order="0x40" stat="waterRes" val="10" />
 				<sub order="0x40" stat="firePower" val="#enchElementPower" />
@@ -1809,7 +1809,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 			</effect>
 		</for>
@@ -1845,7 +1845,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -1881,7 +1881,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="#rEvas" />
 			</effect>
 		</for>
@@ -1906,7 +1906,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.8" />
+			<effect name="HpDrain" val="0.8" />
 		</for>
 	</skill>
 	<skill id="1092" levels="19" name="Fear" enchantGroup1="1" enchantGroup2="1">
@@ -1949,7 +1949,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="1095" levels="5" name="Venom">
@@ -2026,7 +2026,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="accCombat" val="#Acc" />
 			</effect>
 		</for>
@@ -2072,7 +2072,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Sleep" val="0" />
+			<effect name="Sleep" />
 		</for>
 	</skill>
 	<skill id="1099" levels="15" name="Seal of Slow" enchantGroup1="1" enchantGroup2="1">
@@ -2119,7 +2119,7 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant2 name="power" val="#ench2power" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/01100-01199.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/01100-01199.xml
index cf07a9ad141d8dfa24949e4f7a9398d60eab74b8..26e8b44093a367f090c1838da816d58d29ac84ea 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/01100-01199.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/01100-01199.xml
@@ -95,7 +95,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 			<effect name="ManaDamOverTime" ticks="3" val="#mdot" />
 		</for>
 	</skill>
@@ -139,7 +139,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 			</effect>
 		</for>
@@ -163,7 +163,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Confuse" abnormalTime="20" val="0">
+			<effect name="Confuse" abnormalTime="20">
 				<param chance="20" />
 			</effect>
 		</for>
@@ -266,6 +266,9 @@
 		<!-- Summon-specific -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1126" levels="34" name="Servitor Recharge" enchantGroup1="2" enchantGroup2="2">
 		<table name="#amount"> 41 44 49 52 57 60 66 70 73 77 81 86 90 94 98 102 104 106 108 110 113 115 116 118 120 122 124 126 128 129 131 133 134 136 </table>
@@ -294,10 +297,10 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="ManaHealByLevel" noicon="1" val="#amount" />
+			<effect name="ManaHealByLevel" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="ManaHealByLevel" noicon="1" val="#ench1amount" />
+			<effect name="ManaHealByLevel" val="#ench1amount" />
 		</enchant1for>
 	</skill>
 	<skill id="1127" levels="45" name="Servitor Heal" enchantGroup1="2" enchantGroup2="2">
@@ -328,10 +331,10 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="Heal" noicon="1" val="#ench1amount" />
+			<effect name="Heal" val="#ench1amount" />
 		</enchant1for>
 	</skill>
 	<skill id="1128" levels="18" name="Summon Shadow" enchantGroup1="1">
@@ -368,6 +371,9 @@
 		<!-- Summon-specific -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1129" levels="7" name="Summon Reanimated Man" enchantGroup1="1">
 		<table name="#itemConsumeCount"> 11 13 6 9 9 6 9 </table>
@@ -401,6 +407,9 @@
 		<!-- Summon-specific -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1139" levels="2" name="Servitor Magic Shield" enchantGroup1="1" enchantGroup2="1">
 		<table name="#abnormalLvls"> 2 3 </table>
@@ -433,7 +442,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="#mDef" />
 			</effect>
 		</for>
@@ -469,7 +478,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -505,7 +514,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -541,7 +550,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -577,7 +586,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 			</effect>
 		</for>
@@ -613,7 +622,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -640,7 +649,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.4" />
+			<effect name="HpDrain" val="0.4" />
 		</for>
 	</skill>
 	<skill id="1148" levels="13" name="Death Spike" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -679,7 +688,7 @@
 		<enchant3 name="elementPower" val="#enchElementPower" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1151" levels="16" name="Corpse Life Drain" enchantGroup1="2" enchantGroup2="2">
@@ -709,11 +718,11 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="HpByLevel" noicon="1" val="#drain" />
+			<effect name="HpByLevel" val="#drain" />
 		</for>
 		<enchant2for>
-			<effect name="HpByLevel" noicon="1" val="#ench1Drain" />
-			<effect self="1" name="CpHeal" noicon="1" val="#ench2Bravery" />
+			<effect name="HpByLevel" val="#ench1Drain" />
+			<effect self="1" name="CpHeal" val="#ench2Bravery" />
 		</enchant2for>
 	</skill>
 	<skill id="1154" levels="6" name="Summon Corrupted Man" enchantGroup1="1">
@@ -745,6 +754,9 @@
 		<set name="expPenalty" val="0.9" /> <!-- 90 percent of acquired Exp will be consumed. -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1155" levels="15" name="Corpse Burst" enchantGroup1="2" enchantGroup2="2">
 		<table name="#effectPoints"> -219 -229 -239 -248 -257 -266 -275 -283 -291 -299 -306 -312 -318 -323 -328 </table>
@@ -780,7 +792,7 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1156" levels="13" name="Forget">
@@ -800,7 +812,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="DeleteHateOfMe" noicon="1" val="0">
+			<effect name="DeleteHateOfMe">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -822,14 +834,14 @@
 		<set name="targetType" val="SELF" />
 		<enchant2 name="hpConsume" val="#ench2hpConsume" />
 		<for>
-			<effect name="ManaHeal" noicon="1" val="#amount" />
+			<effect name="ManaHeal" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="ManaHeal" noicon="1" val="#ench1amount" />
+			<effect name="ManaHeal" val="#ench1amount" />
 		</enchant1for>
 		<enchant3for>
-			<effect name="CpHeal" noicon="1" val="#ench3Bravery" />
-			<effect name="ManaHeal" noicon="1" val="61" />
+			<effect name="CpHeal" val="#ench3Bravery" />
+			<effect name="ManaHeal" val="61" />
 		</enchant3for>
 	</skill>
 	<skill id="1159" levels="22" name="Curse Death Link" enchantGroup1="2" enchantGroup2="2">
@@ -865,7 +877,7 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="DeathLink" noicon="1" val="0" />
+			<effect name="DeathLink" />
 		</for>
 	</skill>
 	<skill id="1160" levels="15" name="Slow" enchantGroup1="1" enchantGroup2="1" enchantGroup3="1">
@@ -912,12 +924,12 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 				<sub order="0x40" stat="rEvas" val="#ench3rEvas" />
 			</effect>
@@ -943,7 +955,7 @@
 		<set name="targetType" val="ONE" />
 		<for>
 			<!-- FIXME: this shouldbe "Distrust" effect -->
-			<effect name="Confuse" abnormalTime="20" val="0">
+			<effect name="Confuse" abnormalTime="20">
 				<param chance="20" />
 			</effect>
 		</for>
@@ -994,18 +1006,18 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.77" />
 				<mul order="0x30" stat="runSpd" val="#ench3runSpd" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.77" />
 				<mul order="0x30" stat="pDef" val="#ench4pDef" />
 			</effect>
@@ -1133,7 +1145,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="1170" levels="13" name="Anchor" enchantGroup1="1" enchantGroup2="1">
@@ -1179,7 +1191,7 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" chanceType="ON_EXIT" triggeredId="6091">
+			<effect name="ChanceSkillTrigger" chanceType="ON_EXIT" triggeredId="6091">
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<mul order="0x30" stat="mAtkSpd" val="0.5" />
@@ -1222,7 +1234,7 @@
 		<enchant3 name="elementPower" val="#enchElementPower" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1172" levels="8" name="Aura Burn">
@@ -1245,7 +1257,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1174" levels="22" name="Frost Wall" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -1287,7 +1299,7 @@
 		<enchant3 name="elementPower" val="#enchElementPower" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1175" levels="8" name="Aqua Swirl">
@@ -1312,7 +1324,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1176" levels="15" name="Tempest" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -1351,7 +1363,7 @@
 		<enchant3 name="elementPower" val="#enchElementPower" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1177" levels="5" name="Wind Strike">
@@ -1376,7 +1388,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1178" levels="8" name="Twister">
@@ -1401,7 +1413,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1181" levels="3" name="Flame Strike">
@@ -1428,7 +1440,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1182" levels="3" name="Resist Aqua" enchantGroup1="1" enchantGroup2="1" enchantGroup3="1">
@@ -1465,22 +1477,22 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterRes" val="#vuln" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterRes" val="#enchvuln" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterRes" val="#enchvuln" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterRes" val="#ench3vuln" />
 			</effect>
 		</enchant3for>
@@ -1548,8 +1560,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
 		</for>
@@ -1589,22 +1601,22 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="windRes" val="#vuln" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="windRes" val="#enchvuln" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="windRes" val="#enchvuln" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="windRes" val="#ench3vuln" />
 			</effect>
 		</enchant3for>
@@ -1644,22 +1656,22 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="fireRes" val="#vuln" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="fireRes" val="#enchvuln" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="fireRes" val="#enchvuln" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="fireRes" val="#ench3vuln" />
 			</effect>
 		</enchant3for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/01200-01299.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/01200-01299.xml
index b32a3db85bf41ee03d4d3b109b5b10a056c9eef3..e7fd29477e3a0f210d73f7b277537688c2cbe80b 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/01200-01299.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/01200-01299.xml
@@ -40,7 +40,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="1204" levels="2" name="Wind Walk" enchantGroup1="1" enchantGroup2="1">
@@ -76,7 +76,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -126,12 +126,12 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 				<sub order="0x40" stat="windPower" val="#ench3WindPowerVuln" />
 			</effect>
@@ -179,7 +179,7 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="1209" levels="6" name="Seal of Poison">
@@ -243,7 +243,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 			<effect name="ManaDamOverTime" ticks="3" val="#mdot" />
 		</for>
 	</skill>
@@ -267,7 +267,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Confuse" abnormalTime="20" val="0">
+			<effect name="Confuse" abnormalTime="20">
 				<param chance="60" />
 			</effect>
 		</for>
@@ -285,7 +285,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="42" />
+			<effect name="Heal" val="42" />
 		</for>
 	</skill>
 	<skill id="1217" levels="33" name="Greater Heal" enchantGroup1="2" enchantGroup2="2">
@@ -324,11 +324,11 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
 			<effect name="HealOverTime" ticks="1" val="#hotValue" />
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 		<enchant1for>
 			<effect name="HealOverTime" ticks="1" val="32" />
-			<effect name="Heal" noicon="1" val="#ench1amount" />
+			<effect name="Heal" val="#ench1amount" />
 		</enchant1for>
 	</skill>
 	<skill id="1218" levels="33" name="Greater Battle Heal" enchantGroup1="2" enchantGroup2="2">
@@ -359,10 +359,10 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="Heal" noicon="1" val="#ench1amount" />
+			<effect name="Heal" val="#ench1amount" />
 		</enchant1for>
 	</skill>
 	<skill id="1219" levels="33" name="Greater Group Heal" enchantGroup1="2" enchantGroup2="2">
@@ -400,11 +400,11 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
 			<effect name="HealOverTime" ticks="1" val="#hotValue" />
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 		<enchant1for>
 			<effect name="HealOverTime" ticks="1" val="26" />
-			<effect name="Heal" noicon="1" val="#ench1amount" />
+			<effect name="Heal" val="#ench1amount" />
 		</enchant1for>
 	</skill>
 	<skill id="1220" levels="8" name="Blaze">
@@ -429,7 +429,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1222" levels="15" name="Curse Chaos" enchantGroup1="1" enchantGroup2="1" enchantGroup3="1">
@@ -477,12 +477,12 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="accCombat" val="#ench3accCombat" />
 			</effect>
 		</enchant3for>
@@ -535,13 +535,13 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="earthRes" val="20" />
 				<add order="0x40" stat="windRes" val="10" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="earthRes" val="20" />
 				<add order="0x40" stat="windRes" val="10" />
 				<sub order="0x40" stat="earthPower" val="#enchElementPower" />
@@ -594,7 +594,7 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="#trait_poison" />
 			</effect>
 		</for>
@@ -630,6 +630,9 @@
 		<set name="expPenalty" val="0.9" /> <!-- Consumes 90 percent of acquired Exp -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1226" levels="18" name="Summon Boxer the Unicorn" enchantGroup1="1">
 		<table name="#hitTime"> 15000 15000 15000 15000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 </table> <!-- H5 hitTime -->
@@ -666,6 +669,9 @@
 		<!-- Summon-specific -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1227" levels="18" name="Summon Mirage the Unicorn" enchantGroup1="1">
 		<table name="#hitTime"> 15000 15000 15000 15000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 </table> <!-- H5 hitTime -->
@@ -698,6 +704,9 @@
 		<set name="expPenalty" val="0.9" /> <!-- Consumes 90 percent of acquired Exp. -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1228" levels="18" name="Summon Silhouette" enchantGroup1="1">
 		<table name="#hitTime"> 15000 15000 15000 15000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 6000 </table> <!-- H5 hitTime -->
@@ -730,6 +739,9 @@
 		<set name="expPenalty" val="0.9" /> <!-- 90 percent of acquired Exp is consumed. -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1229" levels="18" name="Chant of Life" enchantGroup1="2" enchantGroup2="2">
 		<table name="#abnormalLvls"> 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 </table>
@@ -810,11 +822,11 @@
 		<enchant4 name="elementPower" val="#ench4ElementPower" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 		<enchant3for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<sub order="0x40" stat="firePower" val="#ench3FirePowerVuln" />
 			</effect>
 		</enchant3for>
@@ -853,8 +865,8 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect self="1" name="Buff" val="0">
+			<effect name="MagicalAttack" />
+			<effect self="1" name="Buff">
 				<mul order="0x30" stat="pvpMagicalDmg" val="0.5" />
 			</effect>
 		</for>
@@ -896,18 +908,18 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="#reflectDam" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 				<mul order="0x30" stat="pDef" val="#ench3pDef" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 				<add order="0x40" stat="fireRes" val="#ench4fireRes" />
 			</effect>
@@ -981,14 +993,14 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.4" />
+			<effect name="HpDrain" val="0.4" />
 		</for>
 		<enchant3for>
-			<effect name="HpDrain" noicon="1" val="#ench3absorbPart" />
+			<effect name="HpDrain" val="#ench3absorbPart" />
 		</enchant3for>
 		<enchant4for>
-			<effect name="HpDrain" noicon="1" val="0.4" />
-			<effect self="1" name="Buff" val="0">
+			<effect name="HpDrain" val="0.4" />
+			<effect self="1" name="Buff">
 				<add order="0x40" stat="darkPower" val="#enchElementPower" />
 			</effect>
 		</enchant4for>
@@ -1034,11 +1046,11 @@
 		<enchant4 name="elementPower" val="#ench4ElementPower" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 		<enchant3for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<sub order="0x40" stat="waterPower" val="#ench3WaterPowerVuln" />
 			</effect>
 		</enchant3for>
@@ -1090,14 +1102,14 @@
 		<enchant4 name="elementPower" val="#enchElementPower" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
 		</enchant3for>
@@ -1150,11 +1162,11 @@
 		<enchant4 name="elementPower" val="#enchElementPower" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="bleed" />
 		</for>
 		<enchant3for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="67" abnormalVisualEffect="bleed" />
 		</enchant3for>
 	</skill>
@@ -1193,23 +1205,23 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="#reflectDam" />
 			</effect>
 		</for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="#ench2reflectDam" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 				<mul order="0x30" stat="pDef" val="#ench3pDef" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 				<add order="0x40" stat="waterRes" val="#ench4waterRes" />
 			</effect>
@@ -1249,11 +1261,11 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="saveVs" val="MEN" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 		<enchant3for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<sub order="0x40" stat="windPower" val="#ench3WindPowerVuln" />
 			</effect>
 		</enchant3for>
@@ -1291,7 +1303,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
@@ -1329,7 +1341,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="#cAtk" />
 			</effect>
 		</for>
@@ -1367,7 +1379,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="#rShld" />
 			</effect>
 		</for>
@@ -1436,10 +1448,10 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.8" />
+			<effect name="HpDrain" val="0.8" />
 		</for>
 		<enchant3for>
-			<effect name="HpDrain" noicon="1" val="#ench3absorbPart" />
+			<effect name="HpDrain" val="#ench3absorbPart" />
 		</enchant3for>
 	</skill>
 	<skill id="1246" levels="12" name="Seal of Silence" enchantGroup1="1" enchantGroup2="1">
@@ -1484,7 +1496,7 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="Mute" val="0" />
+			<effect name="Mute" />
 		</for>
 	</skill>
 	<skill id="1247" levels="14" name="Seal of Scourge" enchantGroup1="1" enchantGroup2="1">
@@ -1527,7 +1539,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x50" stat="regHp" val="0" />
 			</effect>
 		</for>
@@ -1572,7 +1584,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="mReuse" val="3" />
 				<mul order="0x30" stat="pReuse" val="3" />
 			</effect>
@@ -1611,7 +1623,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
@@ -1649,7 +1661,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="#rShld" />
 			</effect>
 		</for>
@@ -1686,7 +1698,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -1723,7 +1735,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="#rEvas" />
 			</effect>
 		</for>
@@ -1760,7 +1772,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="#cAtk" />
 			</effect>
 		</for>
@@ -1789,12 +1801,12 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="#power" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="#ench1power" />
 			</effect>
 		</enchant1for>
@@ -1824,7 +1836,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -1864,11 +1876,11 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
 			<effect name="HealOverTime" ticks="1" val="#hot" />
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 		<enchant1for>
 			<effect name="HealOverTime" ticks="1" val="#ench1hot" />
-			<effect name="Heal" noicon="1" val="172" />
+			<effect name="Heal" val="172" />
 		</enchant1for>
 	</skill>
 	<skill id="1257" levels="3" name="Decrease Weight" enchantGroup1="1" enchantGroup2="1">
@@ -1901,7 +1913,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="weightPenalty" val="#Weight" />
 			</effect>
 		</for>
@@ -1939,10 +1951,10 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="HealPercent" noicon="1" val="#amount" />
+			<effect name="HealPercent" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="HealPercent" noicon="1" val="#ench1power" />
+			<effect name="HealPercent" val="#ench1power" />
 		</enchant1for>
 	</skill>
 	<skill id="1259" levels="4" name="Resist Shock" enchantGroup1="1" enchantGroup2="1" enchantGroup3="1">
@@ -1977,12 +1989,12 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="#trait_shock" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="#ench3Trait_shock" />
 			</effect>
 		</enchant3for>
@@ -2020,7 +2032,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="#rEvas" />
 			</effect>
 		</for>
@@ -2065,7 +2077,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="mDef" val="#mDef" />
@@ -2142,8 +2154,8 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="mDef" val="0.85" />
 				<sub order="0x40" stat="waterRes" val="#vuln" />
 				<sub order="0x40" stat="fireRes" val="#vuln" />
@@ -2154,8 +2166,8 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="mDef" val="0.85" />
 				<sub order="0x40" stat="waterRes" val="#ench1Vuln" />
 				<sub order="0x40" stat="fireRes" val="#ench1Vuln" />
@@ -2189,7 +2201,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1265" levels="14" name="Solar Flare" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -2227,7 +2239,7 @@
 		<enchant3 name="elementPower" val="#enchElementPower" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1266" levels="3" name="Shadow Spark">
@@ -2253,7 +2265,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1267" levels="14" name="Shadow Flare" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -2291,7 +2303,7 @@
 		<enchant3 name="elementPower" val="#enchElementPower" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1268" levels="4" name="Vampiric Rage" enchantGroup1="1" enchantGroup2="1">
@@ -2327,7 +2339,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="#absorbDam" /> <!-- absorb HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -2375,12 +2387,12 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="healEffect" val="0.5" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="healEffect" val="#ench3Power" />
 			</effect>
 		</enchant3for>
@@ -2406,11 +2418,11 @@
 			<player mp="25" />
 		</cond>
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
+			<effect name="HealPercent" val="100" />
 		</for>
 		<enchant2for>
-			<effect name="CpHeal" noicon="1" val="#ench2Bravery" />
-			<effect name="HealPercent" noicon="1" val="100" />
+			<effect name="CpHeal" val="#ench2Bravery" />
+			<effect name="HealPercent" val="100" />
 		</enchant2for>
 	</skill>
 	<skill id="1272" levels="13" name="Word of Fear">
@@ -2440,7 +2452,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="1273" levels="13" name="Serenade of Eva">
@@ -2461,7 +2473,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="DeleteHate" noicon="1" val="0">
+			<effect name="DeleteHate">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -2486,7 +2498,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1275" levels="14" name="Aura Bolt" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -2523,7 +2535,7 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="pvpPower" val="#enchDuel" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1276" levels="14" name="Summon Kai the Cat" enchantGroup1="1">
@@ -2558,6 +2570,9 @@
 		<!-- Summon-specific -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1277" levels="14" name="Summon Merrow the Unicorn" enchantGroup1="1">
 		<table name="#itemConsumeCount"> 1 1 1 2 2 2 1 1 2 2 1 1 2 2 </table>
@@ -2591,6 +2606,9 @@
 		<!-- Summon-specific -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1278" levels="14" name="Summon Soulless" enchantGroup1="1">
 		<table name="#itemConsumeCount"> 1 1 1 2 2 2 1 1 2 2 1 1 2 2 </table>
@@ -2624,6 +2642,9 @@
 		<!-- Summon-specific -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1279" levels="9" name="Summon Binding Cubic" enchantGroup1="2">
 		<!-- Confirmed CT2.5 -->
@@ -2647,12 +2668,12 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="6" cubicDelay="30" cubicDuration="900" cubicMaxCount="10" cubicSkillChance="12" cubicPower="#cubicPower" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="6" cubicDelay="30" cubicDuration="900" cubicMaxCount="10" cubicSkillChance="12" cubicPower="#ench1Power" />
 			</effect>
 		</enchant1for>
@@ -2679,12 +2700,12 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="7" cubicDelay="30" cubicDuration="900" cubicMaxCount="10" cubicSkillChance="30" cubicPower="#cubicPower" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="7" cubicDelay="30" cubicDuration="900" cubicMaxCount="10" cubicSkillChance="30" cubicPower="#ench1Power" />
 			</effect>
 		</enchant1for>
@@ -2711,12 +2732,12 @@
 		<set name="targetType" val="SELF" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="8" cubicDelay="30" cubicDuration="900" cubicMaxCount="10" cubicSkillChance="12" cubicPower="#cubicPower" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="8" cubicDelay="30" cubicDuration="900" cubicMaxCount="10" cubicSkillChance="12" cubicPower="#ench1Power" />
 			</effect>
 		</enchant1for>
@@ -2754,7 +2775,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -2813,7 +2834,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="#power" />
 			</effect>
 		</for>
@@ -2835,7 +2856,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="firePower" val="20" />
 			</effect>
 		</for>
@@ -2857,7 +2878,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterPower" val="20" />
 			</effect>
 		</for>
@@ -2879,7 +2900,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="windPower" val="20" />
 			</effect>
 		</for>
@@ -2911,7 +2932,7 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="pvpPower" val="#enchDuel" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1289" levels="1" name="Inferno" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -2947,7 +2968,7 @@
 		<enchant3 name="elementPower" val="#enchElementPower" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="DamOverTime" ticks="1" val="60" />
 		</for>
 	</skill>
@@ -2987,8 +3008,8 @@
 		<enchant3 name="elementPower" val="#enchElementPower" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.5" />
 			</effect>
 		</for>
@@ -3026,8 +3047,8 @@
 		<enchant3 name="elementPower" val="#enchElementPower" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="healEffect" val="0.5" />
 			</effect>
 		</for>
@@ -3060,7 +3081,7 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="pvpPower" val="#enchDuel" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1293" levels="1" name="Elemental Symphony" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -3091,7 +3112,7 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="pvpPower" val="#enchDuel" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1294" levels="1" name="Elemental Storm" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -3121,7 +3142,7 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="pvpPower" val="#enchDuel" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1295" levels="9" name="Aqua Splash" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -3162,7 +3183,7 @@
 		<enchant3 name="elementPower" val="#enchElementPower" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1296" levels="9" name="Rain of Fire" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2">
@@ -3203,7 +3224,7 @@
 		<enchant3 name="elementPower" val="#enchElementPower" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1297" levels="6" name="Clear Mind">
@@ -3265,7 +3286,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2power" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -3305,21 +3326,21 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="reuseDelay" val="#ench2reuseDelay" />
 		<for>
-			<effect name="ImmobilePetBuff" val="0">
+			<effect name="ImmobilePetBuff">
 				<add order="0x40" stat="pDef" val="#pDef" />
 				<add order="0x40" stat="mDef" val="#mDef" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="ImmobilePetBuff" val="0">
+			<effect name="ImmobilePetBuff">
 				<add order="0x40" stat="pDef" val="#enchpDef" />
 				<add order="0x40" stat="mDef" val="#enchmDef" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="ImmobilePetBuff" val="0">
+			<effect name="ImmobilePetBuff">
 				<add order="0x40" stat="pDef" val="#enchpDef" />
 				<add order="0x40" stat="mDef" val="#enchmDef" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/01300-01399.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/01300-01399.xml
index 8fd0d5310afdf99c04376fe607fb6daaae741465..23d948eb38599a51d2686c5e23966c72d006296e 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/01300-01399.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/01300-01399.xml
@@ -19,7 +19,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="SERVITOR" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="#dispelAbnormals" />
 			</effect>
 		</for>
@@ -38,7 +38,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="SERVITOR" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="ROOT_PHYSICALLY,1;ROOT_MAGICALLY,1;PARALYZE,1;ATTACK_TIME_UP,3;SPEED_DOWN,3" />
 			</effect>
 		</for>
@@ -76,7 +76,7 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="#mCritRate" />
 			</effect>
 		</for>
@@ -114,7 +114,7 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="sDef" val="#sDef" />
 			</effect>
 		</for>
@@ -146,10 +146,10 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="CpHeal" noicon="1" val="#amount" />
+			<effect name="CpHeal" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="CpHeal" noicon="1" val="#ench1amount" />
+			<effect name="CpHeal" val="#ench1amount" />
 		</enchant1for>
 	</skill>
 	<skill id="1306" levels="6" name="Ritual of Life" enchantGroup1="2" enchantGroup2="2">
@@ -179,10 +179,10 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="CpHeal" noicon="1" val="#amount" />
+			<effect name="CpHeal" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="CpHeal" noicon="1" val="#ench1amount" />
+			<effect name="CpHeal" val="#ench1amount" />
 		</enchant1for>
 	</skill>
 	<skill id="1307" levels="3" name="Prayer" enchantGroup1="1" enchantGroup2="1">
@@ -217,7 +217,7 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="healEffect" val="#healEffect" />
 			</effect>
 		</for>
@@ -254,7 +254,7 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 			</effect>
 		</for>
@@ -291,7 +291,7 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
@@ -325,7 +325,7 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="#absorbDam" /> <!-- absorb HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -363,10 +363,10 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="#maxHp" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="#amount" />
+			<effect name="HealPercent" val="#amount" />
 		</for>
 	</skill>
 	<skill id="1312" levels="1" name="Fishing">
@@ -468,7 +468,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="OpenDwarfRecipeBook" noicon="1" val="0" />
+			<effect name="OpenDwarfRecipeBook" />
 		</for>
 	</skill>
 	<skill id="1322" levels="1" name="Common Craft">
@@ -479,7 +479,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="OpenCommonRecipeBook" noicon="1" val="0" />
+			<effect name="OpenCommonRecipeBook" />
 		</for>
 	</skill>
 	<skill id="1323" levels="1" name="Noblesse Blessing">
@@ -503,7 +503,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="NoblesseBless" val="0" />
+			<effect name="NoblesseBless" />
 		</for>
 	</skill>
 	<skill id="1324" levels="1" name="Summon CP Potion">
@@ -525,7 +525,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="5592" itemCount="20" />
 			</effect>
 		</for>
@@ -550,7 +550,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="CharmOfLuck" val="0" />
+			<effect name="CharmOfLuck" />
 		</for>
 	</skill>
 	<skill id="1326" levels="1" name="Harmony of Noblesse">
@@ -579,7 +579,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="Buff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="pDef" val="3000" />
 				<mul order="0x30" stat="runSpd" val="1.25" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
@@ -587,7 +587,7 @@
 				<mul order="0x30" stat="maxRecoverableCp" val="0.6" />
 				<mul order="0x30" stat="maxRecoverableHp" val="0.7" />
 			</effect>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="10" />
 				<param CROSSBOW="6" />
 			</effect>
@@ -619,7 +619,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="Buff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="mDef" val="4500" />
 				<mul order="0x30" stat="runSpd" val="1.25" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
@@ -627,7 +627,7 @@
 				<mul order="0x30" stat="maxRecoverableCp" val="0.6" />
 				<mul order="0x30" stat="maxRecoverableHp" val="0.7" />
 			</effect>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="10" />
 				<param CROSSBOW="6" />
 			</effect>
@@ -656,12 +656,12 @@
 		<set name="targetType" val="PARTY" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="1" cubicDelay="10" cubicDuration="900" cubicMaxCount="30" cubicSkillChance="12" cubicPower="#cubicPower" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="1" cubicDelay="10" cubicDuration="900" cubicMaxCount="30" cubicSkillChance="12" cubicPower="#ench1Power" />
 			</effect>
 		</enchant1for>
@@ -689,12 +689,12 @@
 		<set name="targetType" val="PARTY" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="7" cubicDelay="30" cubicDuration="900" cubicMaxCount="10" cubicSkillChance="30" cubicPower="#cubicPower" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="7" cubicDelay="30" cubicDuration="900" cubicMaxCount="10" cubicSkillChance="30" cubicPower="#ench1Power" />
 			</effect>
 		</enchant1for>
@@ -722,13 +722,13 @@
 		<set name="targetType" val="PARTY" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="5" cubicDelay="8" cubicDuration="900" cubicMaxCount="30" cubicSkillChance="30" cubicPower="#cubicPower" />
 				<param cubicSkill1Chance="33" cubicSkill2Chance="33" cubicSkill3Chance="33" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="5" cubicDelay="8" cubicDuration="900" cubicMaxCount="30" cubicSkillChance="30" cubicPower="#ench1Power" />
 				<param cubicSkill1Chance="33" cubicSkill2Chance="33" cubicSkill3Chance="33" />
 			</effect>
@@ -767,6 +767,9 @@
 		<!-- Summon-specific -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1332" levels="10" name="Summon Unicorn Seraphim" enchantGroup1="1">
 		<table name="#itemConsumeCount"> 1 1 2 2 4 1 1 4 1 2 </table>
@@ -801,6 +804,9 @@
 		<!-- Summon-specific -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1333" levels="10" name="Summon Nightshade" enchantGroup1="1">
 		<table name="#itemConsumeCount"> 1 1 2 2 4 1 1 4 1 2 </table>
@@ -835,6 +841,9 @@
 		<!-- Summon-specific -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1334" levels="7" name="Summon Cursed Man" enchantGroup1="1">
 		<table name="#itemConsumeCount"> 3 5 12 1 2 3 4 </table>
@@ -870,6 +879,9 @@
 		<!-- Summon-specific -->
 		<set name="npcId" val="#npcIds" />
 		<enchant1 name="npcId" val="#enchNpcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1335" levels="1" name="Balance Life">
 		<!-- Confirmed CT2.5 -->
@@ -885,7 +897,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="RebalanceHP" noicon="1" val="0" />
+			<effect name="RebalanceHP" />
 		</for>
 	</skill>
 	<skill id="1336" levels="1" name="Curse of Doom" enchantGroup1="6" enchantGroup2="6">
@@ -924,8 +936,8 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Mute" val="0" />
-			<effect name="PhysicalMute" noicon="1" val="0" />
+			<effect name="Mute" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="1337" levels="1" name="Curse of Abyss" enchantGroup1="6" enchantGroup2="6">
@@ -965,7 +977,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.9" />
 				<sub order="0x40" stat="rEvas" val="6" />
 				<mul order="0x30" stat="pDef" val="0.7" />
@@ -1059,7 +1071,7 @@
 		<enchant4 name="elementPower" val="#ench4elementPower" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="ManaDamOverTime" ticks="3" val="12">
 				<mul order="0x30" stat="runSpd" val="0.9" />
 				<mul order="0x30" stat="pAtkSpd" val="0.7" />
@@ -1068,7 +1080,7 @@
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="ManaDamOverTime" ticks="3" val="12">
 				<mul order="0x30" stat="runSpd" val="0.9" />
 				<mul order="0x30" stat="pAtkSpd" val="0.7" />
@@ -1117,7 +1129,7 @@
 		<enchant4 name="elementPower" val="#ench4elementPower" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="ManaDamOverTime" ticks="3" val="12">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 				<mul order="0x30" stat="pAtkSpd" val="0.9" />
@@ -1126,7 +1138,7 @@
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="ManaDamOverTime" ticks="3" val="12">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 				<mul order="0x30" stat="pAtkSpd" val="0.9" />
@@ -1175,7 +1187,7 @@
 		<enchant4 name="elementPower" val="#ench4elementPower" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="ManaDamOverTime" ticks="3" val="12">
 				<mul order="0x30" stat="runSpd" val="0.9" />
 				<mul order="0x30" stat="pAtkSpd" val="0.9" />
@@ -1184,7 +1196,7 @@
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="ManaDamOverTime" ticks="3" val="12">
 				<mul order="0x30" stat="runSpd" val="0.9" />
 				<mul order="0x30" stat="pAtkSpd" val="0.9" />
@@ -1232,14 +1244,14 @@
 		<enchant4 name="elementPower" val="#ench4elementPower" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="ManaDamOverTime" ticks="3" val="12">
 				<sub order="0x40" stat="accCombat" val="6" />
 				<sub order="0x40" stat="holyRes" val="30" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="ManaDamOverTime" ticks="3" val="12">
 				<sub order="0x40" stat="accCombat" val="6" />
 				<sub order="0x40" stat="holyRes" val="30" />
@@ -1285,14 +1297,14 @@
 		<enchant4 name="elementPower" val="#ench4elementPower" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
+			<effect name="HpDrain" val="0.2" />
 			<effect name="ManaDamOverTime" ticks="3" val="12">
 				<sub order="0x40" stat="accCombat" val="6" />
 				<sub order="0x40" stat="darkRes" val="30" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
+			<effect name="HpDrain" val="0.2" />
 			<effect name="ManaDamOverTime" ticks="3" val="12">
 				<sub order="0x40" stat="accCombat" val="6" />
 				<sub order="0x40" stat="darkRes" val="30" />
@@ -1314,7 +1326,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="ATTACK_TIME_DOWN;SPEED_UP;IMPROVE_SPEED_AVOID_UP;IMPROVE_VAMPIRIC_HASTE" rate="40" />
 			</effect>
 		</for>
@@ -1334,7 +1346,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="MA_UP;CASTING_TIME_DOWN;IMPROVE_MA_MD_UP" rate="40" />
 			</effect>
 		</for>
@@ -1365,7 +1377,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.2" />
 				<add order="0x40" stat="accCombat" val="4" />
 				<mul order="0x30" stat="pAtk" val="1.1" />
@@ -1403,7 +1415,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regMp" val="1.2" />
 				<mul order="0x30" stat="mDef" val="1.2" />
 				<add order="0x40" stat="mCritRate" val="2" />
@@ -1440,7 +1452,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 				<add order="0x40" stat="rEvas" val="4" />
 				<mul order="0x30" stat="pAtkSpd" val="1.2" />
@@ -1481,7 +1493,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.2" />
 				<mul order="0x30" stat="pAtk" val="1.1" />
 				<mul order="0x30" stat="cAtk" val="1.2" />
@@ -1495,7 +1507,7 @@
 				<mul order="0x30" stat="mAtkSpd" val="1.2" />
 				<sub order="0x40" stat="debuffVuln" val="20" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="20" />
+			<effect name="HealPercent" val="20" />
 		</for>
 	</skill>
 	<skill id="1350" levels="1" name="Warrior Bane">
@@ -1513,7 +1525,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="ATTACK_TIME_DOWN;SPEED_UP;IMPROVE_SPEED_AVOID_UP;IMPROVE_VAMPIRIC_HASTE" rate="80" />
 			</effect>
 		</for>
@@ -1533,7 +1545,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="MA_UP;CASTING_TIME_DOWN;IMPROVE_MA_MD_UP" rate="80" />
 			</effect>
 		</for>
@@ -1562,7 +1574,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterRes" val="20" />
 				<add order="0x40" stat="fireRes" val="20" />
 				<add order="0x40" stat="windRes" val="20" />
@@ -1594,7 +1606,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="30" />
 				<add order="0x40" stat="holyRes" val="20" />
 			</effect>
@@ -1624,7 +1636,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancelVuln" val="30" />
 				<sub order="0x40" stat="debuffVuln" val="20" />
 			</effect>
@@ -1662,7 +1674,7 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="2" />
 				<mul order="0x30" stat="regMp" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="1.1" />
@@ -1679,7 +1691,7 @@
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="2" />
 				<mul order="0x30" stat="regMp" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="1.1" />
@@ -1723,7 +1735,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="regHp" val="1.2" />
 				<add order="0x40" stat="mCritRate" val="2" />
@@ -1740,7 +1752,7 @@
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="regHp" val="1.2" />
 				<add order="0x40" stat="mCritRate" val="2" />
@@ -1784,7 +1796,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<basemul order="0x30" stat="rCrit" val="0.2" />
 				<mul order="0x30" stat="mCritPower" val="1.2" />
@@ -1800,7 +1812,7 @@
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<basemul order="0x30" stat="rCrit" val="0.2" />
 				<mul order="0x30" stat="mCritPower" val="1.2" />
@@ -1853,13 +1865,13 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.9" />
 			</effect>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="PD_UP;IMPROVE_PA_PD_UP" rate="100" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="IMPROVE_PA_PD_UP;PD_UP" />
 			</effect>
 		</for>
@@ -1901,13 +1913,13 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.9" />
 			</effect>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="IMPROVE_SPEED_AVOID_UP;SPEED_UP" rate="100" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="IMPROVE_SPEED_AVOID_UP;SPEED_UP" />
 			</effect>
 		</for>
@@ -1951,13 +1963,13 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.9" />
 			</effect>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="IMPROVE_PA_PD_UP;PD_UP" rate="100" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="IMPROVE_PA_PD_UP;PD_UP" />
 			</effect>
 		</for>
@@ -2001,13 +2013,13 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.9" />
 			</effect>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="IMPROVE_SPEED_AVOID_UP;SPEED_UP" rate="100" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="IMPROVE_SPEED_AVOID_UP;SPEED_UP" />
 			</effect>
 		</for>
@@ -2035,7 +2047,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancelVuln" val="30" />
 				<sub order="0x40" stat="debuffVuln" val="20" />
 			</effect>
@@ -2071,7 +2083,7 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<add order="0x40" stat="mCritRate" val="2" />
 				<mul order="0x30" stat="cAtk" val="1.2" />
@@ -2085,10 +2097,10 @@
 				<add order="0x40" stat="accCombat" val="4" />
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="20" />
+			<effect name="HealPercent" val="20" />
 		</for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<basemul order="0x30" stat="mCritRate" val="0.02" />
 				<mul order="0x30" stat="cAtk" val="1.2" />
@@ -2102,7 +2114,7 @@
 				<add order="0x40" stat="accCombat" val="4" />
 				<mul order="0x30" stat="runSpd" val="#ench3Spd" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="20" />
+			<effect name="HealPercent" val="20" />
 		</enchant3for>
 	</skill>
 	<skill id="1364" levels="1" name="Eye of Pa'agrio" enchantGroup1="5" enchantGroup2="5">
@@ -2133,14 +2145,14 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 				<mul order="0x30" stat="critDamEvas" val="1.3" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="HIT_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="HIT_UP" />
 			</effect>
 		</for>
@@ -2173,14 +2185,14 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="MA_UP,9;MD_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="MA_UP;MD_UP" />
 			</effect>
 		</for>
@@ -2224,7 +2236,7 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.9" />
 				<mul order="0x30" stat="runSpd" val="0.8" />
 				<mul order="0x30" stat="mDef" val="0.7" />
@@ -2275,7 +2287,7 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="healEffect" val="0.5" />
 			</effect>
 		</for>
@@ -2368,7 +2380,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancelVuln" val="40" />
 				<add order="0x40" stat="pAtk" val="250" />
 				<add order="0x40" stat="pDef" val="500" />
@@ -2402,14 +2414,14 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0">
+			<effect name="Mute">
 				<add order="0x40" stat="cancel" val="100" />
 				<mul order="0x30" stat="mDef" val="0.5" />
 				<mul order="0x30" stat="pDef" val="0.5" />
 				<sub order="0x40" stat="rEvas" val="16" />
 				<mul order="0x30" stat="rShld" val="0.5" />
 			</effect>
-			<effect name="PhysicalMute" noicon="1" val="0" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="1376" levels="1" name="Heroic Dread">
@@ -2439,7 +2451,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0">
+			<effect name="Fear">
 				<add order="0x40" stat="runSpd" val="66" />
 			</effect>
 		</for>
@@ -2492,7 +2504,7 @@
 		<set name="targetType" val="ENEMY_SUMMON" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Betray" val="0" />
+			<effect name="Betray" />
 		</for>
 	</skill>
 	<skill id="1381" levels="5" name="Mass Fear" enchantGroup1="1" enchantGroup2="1">
@@ -2540,7 +2552,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="1382" levels="5" name="Mass Gloom" enchantGroup1="1" enchantGroup2="1">
@@ -2581,8 +2593,8 @@
 		<enchant2 name="activateRate" val="#ench2ActivateRates" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="mDef" val="0.85" />
 				<sub order="0x40" stat="waterRes" val="#vuln" />
 				<sub order="0x40" stat="fireRes" val="#vuln" />
@@ -2593,8 +2605,8 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="mDef" val="0.85" />
 				<sub order="0x40" stat="waterRes" val="25" />
 				<sub order="0x40" stat="fireRes" val="25" />
@@ -2605,7 +2617,7 @@
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="mDef" val="0.85" />
 				<sub order="0x40" stat="waterRes" val="#ench2Vuln" />
 				<sub order="0x40" stat="fireRes" val="#ench2Vuln" />
@@ -2661,13 +2673,13 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="power" val="#ench3Power" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="fireRes" val="30" />
 				<add order="0x40" stat="waterRes" val="15" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="fireRes" val="#ench1fireRes" />
 				<add order="0x40" stat="waterRes" val="15" />
 			</effect>
@@ -2718,13 +2730,13 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="power" val="#ench3Power" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="waterRes" val="30" />
 				<add order="0x40" stat="fireRes" val="15" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="waterRes" val="#ench1waterRes" />
 				<add order="0x40" stat="fireRes" val="15" />
 			</effect>
@@ -2775,13 +2787,13 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="power" val="#ench3Power" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="windRes" val="30" />
 				<add order="0x40" stat="earthRes" val="15" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="windRes" val="#ench1windRes" />
 				<add order="0x40" stat="earthRes" val="15" />
 			</effect>
@@ -2825,12 +2837,12 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="power" val="#ench3Power" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="mAtkSpd" val="0.77" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="mAtkSpd" val="#ench1mAtkSpd" />
 			</effect>
 		</enchant1for>
@@ -2864,7 +2876,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="1388" levels="3" name="Greater Might" enchantGroup1="1" enchantGroup2="1">
@@ -2896,7 +2908,7 @@
 		<enchant1 name="mpConsume" val="#ench1MpConsume" />
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -2930,7 +2942,7 @@
 		<enchant1 name="mpConsume" val="#ench1MpConsume" />
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -2963,7 +2975,7 @@
 		<enchant1 name="mpConsume" val="#ench1MpConsume" />
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -2996,7 +3008,7 @@
 		<enchant1 name="mpConsume" val="#ench1MpConsume" />
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -3033,22 +3045,22 @@
 		<enchant3 name="abnormalTime" val="#ench3AbnormalTimes" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="holyRes" val="#holyRes" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="holyRes" val="#ench1holyRes" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="holyRes" val="#enchholyRes" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="holyRes" val="#enchholyRes" />
 			</effect>
 		</enchant3for>
@@ -3085,22 +3097,22 @@
 		<enchant3 name="abnormalTime" val="#ench3AbnormalTimes" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="#darkRes" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="#ench1darkRes" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="#enchdarkRes" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="#enchdarkRes" />
 			</effect>
 		</enchant3for>
@@ -3143,7 +3155,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="Sleep" val="0" />
+			<effect name="Sleep" />
 		</for>
 	</skill>
 	<skill id="1395" levels="10" name="Erase" enchantGroup1="1">
@@ -3175,7 +3187,7 @@
 		<enchant1 name="mpConsume" val="#ench1MpConsume" />
 		<enchant1 name="mpInitialConsume" val="#ench1mpInitialConsume" />
 		<for>
-			<effect name="Unsummon" val="0">
+			<effect name="Unsummon">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -3221,14 +3233,14 @@
 		<enchant2 name="power" val="#ench2Power" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="3" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="3" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="3" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="3" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="3" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="3" />
@@ -3271,28 +3283,28 @@
 		<enchant4 name="abnormalTime" val="#ench4AbnormalTimes" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="#MagicalMpConsumeRate" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="#MpConsumeRate" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="#MpConsumeRate" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="#ench1Power" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.8" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="#ench2Power" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.8" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.8" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.8" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="#ench1Power" />
@@ -3324,7 +3336,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 	<skill id="1399" levels="5" name="Mana Storm" enchantGroup1="2" enchantGroup2="2">
@@ -3352,7 +3364,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/01400-01499.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/01400-01499.xml
index 831a1bd1702813374304f843dfee9000c0bd397c..15096cf1c90643396276eea0e93b9a02c8f19ae2 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/01400-01499.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/01400-01499.xml
@@ -42,29 +42,29 @@
 			<target race_id="1" /> <!-- Undead -->
 		</cond>
 		<for>
-			<effect name="Fear" abnormalTime="20" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Fear" abnormalTime="20" />
+			<effect name="Lethal">
 				<param fullLethal="25" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Fear" abnormalTime="20" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Fear" abnormalTime="20" />
+			<effect name="Lethal">
 				<param fullLethal="#ench1LethalStrikeRate" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Fear" abnormalTime="#ench2Time" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Fear" abnormalTime="#ench2Time" />
+			<effect name="Lethal">
 				<param fullLethal="25" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Fear" abnormalTime="20" val="0" />
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Fear" abnormalTime="20" />
+			<effect name="Lethal">
 				<param fullLethal="25" />
 			</effect>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</enchant3for>
 	</skill>
 	<skill id="1401" levels="11" name="Major Heal" enchantGroup1="2" enchantGroup2="2">
@@ -97,10 +97,10 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="Heal" noicon="1" val="#ench1amount" />
+			<effect name="Heal" val="#ench1amount" />
 		</enchant1for>
 	</skill>
 	<skill id="1402" levels="5" name="Major Group Heal" enchantGroup1="2" enchantGroup2="2" enchantGroup3="2" enchantGroup4="2">
@@ -135,20 +135,20 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 		<enchant1for>
-			<effect name="Heal" noicon="1" val="#ench1amount" />
+			<effect name="Heal" val="#ench1amount" />
 		</enchant1for>
 		<enchant3for>
-			<effect name="Heal" noicon="1" val="#ench34amount" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="Heal" val="#ench34amount" />
+			<effect name="DispelBySlot">
 				<param dispel="#ench3dispelAbnormals" />
 			</effect>
 		</enchant3for>
 		<enchant4for>
-			<effect name="Heal" noicon="1" val="#ench34amount" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="Heal" val="#ench34amount" />
+			<effect name="DispelBySlot">
 				<param dispel="#ench4dispelAbnormals" />
 			</effect>
 		</enchant4for>
@@ -179,7 +179,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="CallPc" noicon="1" val="0">
+			<effect name="CallPc">
 				<param itemId="8615" itemCount="1" />
 			</effect>
 		</for>
@@ -212,7 +212,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="CallPc" noicon="1" val="0">
+			<effect name="CallPc">
 				<param itemId="8615" itemCount="1" />
 			</effect>
 		</for>
@@ -226,7 +226,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="EnlargeAbnormalSlot" noicon="1" val="#slots" />
+			<effect name="EnlargeAbnormalSlot" val="#slots" />
 		</for>
 	</skill>
 	<skill id="1406" levels="1" name="Summon Feline King" enchantGroup1="5">
@@ -258,6 +258,9 @@
 		<enchant1 name="mpConsume" val="116" />
 		<enchant1 name="mpInitialConsume" val="29" />
 		<enchant1 name="npcId" val="#ench1npcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1407" levels="1" name="Summon Magnus the Unicorn" enchantGroup1="5">
 		<!-- Confirmed CT2.5 and Updated to H5 -->
@@ -288,6 +291,9 @@
 		<enchant1 name="mpConsume" val="116" />
 		<enchant1 name="mpInitialConsume" val="29" />
 		<enchant1 name="npcId" val="#ench1npcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1408" levels="1" name="Summon Spectral Lord" enchantGroup1="5">
 		<!-- Confirmed CT2.5 and Updated to H5 -->
@@ -318,6 +324,9 @@
 		<enchant1 name="mpConsume" val="116" />
 		<enchant1 name="mpInitialConsume" val="29" />
 		<enchant1 name="npcId" val="#ench1npcId" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="1409" levels="1" name="Cleanse">
 		<set name="castRange" val="600" />
@@ -335,7 +344,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="debuff" rate="100" max="10" />
 			</effect>
 		</for>
@@ -362,7 +371,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhoenixBless" val="0" />
+			<effect name="PhoenixBless" />
 		</for>
 	</skill>
 	<skill id="1411" levels="1" name="Mystic Immunity">
@@ -382,7 +391,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_MEMBER" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<set order="0x08" stat="debuffImmunity" val="1" />
 			</effect>
 		</for>
@@ -402,7 +411,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="SkillTurning" noicon="1" val="0">
+			<effect name="SkillTurning">
 				<param chance="50" />
 			</effect>
 		</for>
@@ -432,7 +441,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.15" />
 				<add order="0x40" stat="regMp" val="1.5">
 					<using kind="Heavy,Light" />
@@ -479,7 +488,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxCp" val="1.2" />
 				<mul order="0x30" stat="regCp" val="1.2" />
 				<mul order="0x30" stat="maxMp" val="1.2" />
@@ -494,10 +503,10 @@
 				<sub order="0x40" stat="debuffVuln" val="10" />
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
-			<effect name="CpHealPercent" noicon="1" val="20" />
+			<effect name="CpHealPercent" val="20" />
 		</for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxCp" val="1.2" />
 				<mul order="0x30" stat="regCp" val="1.2" />
 				<mul order="0x30" stat="maxMp" val="1.2" />
@@ -512,7 +521,7 @@
 				<sub order="0x40" stat="debuffVuln" val="10" />
 				<mul order="0x30" stat="runSpd" val="#ench3decreasePenalty" />
 			</effect>
-			<effect name="CpHealPercent" noicon="1" val="20" />
+			<effect name="CpHealPercent" val="20" />
 		</enchant3for>
 	</skill>
 	<skill id="1415" levels="1" name="Pa'agrio's Emblem" enchantGroup1="5" enchantGroup2="5">
@@ -539,7 +548,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancelVuln" val="30" />
 				<sub order="0x40" stat="debuffVuln" val="20" />
 			</effect>
@@ -570,16 +579,16 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxCp" val="800" />
 			</effect>
-			<effect name="CpHeal" noicon="1" val="800" />
+			<effect name="CpHeal" val="800" />
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxCp" val="#ench1amount" />
 			</effect>
-			<effect name="CpHeal" noicon="1" val="#ench1amount" />
+			<effect name="CpHeal" val="#ench1amount" />
 		</enchant1for>
 	</skill>
 	<skill id="1417" levels="5" name="Aura Flash" enchantGroup1="2" enchantGroup2="2">
@@ -610,14 +619,14 @@
 		<enchant1 name="power" val="#ench1Power" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="TargetCancel">
 				<param chance="#chance" />
 			</effect>
 		</for>
 		<enchant2for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="TargetCancel">
 				<param chance="#ench2Chance" />
 			</effect>
 		</enchant2for>
@@ -641,7 +650,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
+			<effect name="Invincible" special="invincible" />
 		</for>
 	</skill>
 	<skill id="1419" levels="1" name="Volcano">
@@ -670,7 +679,7 @@
 			<player olympiad="false" />
 		</cond>
 		<channelingEffects>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</channelingEffects>
 	</skill>
 	<skill id="1420" levels="1" name="Cyclone">
@@ -699,7 +708,7 @@
 			<player olympiad="false" />
 		</cond>
 		<channelingEffects>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</channelingEffects>
 	</skill>
 	<skill id="1421" levels="1" name="Raging Waves">
@@ -728,7 +737,7 @@
 			<player olympiad="false" />
 		</cond>
 		<channelingEffects>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</channelingEffects>
 	</skill>
 	<skill id="1422" levels="1" name="Day of Doom">
@@ -749,7 +758,7 @@
 			<player olympiad="false" />
 		</cond>
 		<for>
-			<effect name="SummonNpc" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13028" npcCount="1" />
 			</effect>
 		</for>
@@ -780,7 +789,7 @@
 			<player olympiad="false" />
 		</cond>
 		<channelingEffects>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</channelingEffects>
 	</skill>
 	<skill id="1424" levels="1" name="Anti-Summoning Field">
@@ -802,7 +811,7 @@
 			<player olympiad="false" />
 		</cond>
 		<for>
-			<effect name="SummonNpc" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13030" npcCount="1" />
 			</effect>
 		</for>
@@ -826,7 +835,7 @@
 			<player olympiad="false" />
 		</cond>
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="debuff" rate="100" max="10" />
 			</effect>
 		</for>
@@ -848,7 +857,7 @@
 			<player olympiad="false" />
 		</cond>
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
+			<effect name="HealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="1427" levels="1" name="Flames of Invincibility">
@@ -874,7 +883,7 @@
 			<player olympiad="false" />
 		</cond>
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
+			<effect name="Invincible" special="invincible" />
 		</for>
 	</skill>
 	<skill id="1428" levels="1" name="Mass Recharge">
@@ -894,7 +903,7 @@
 			<player olympiad="false" />
 		</cond>
 		<for>
-			<effect name="ManaHealByLevel" noicon="1" val="1500" />
+			<effect name="ManaHealByLevel" val="1500" />
 		</for>
 	</skill>
 	<skill id="1429" levels="1" name="Gate Chant">
@@ -921,7 +930,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="CallParty" noicon="1" val="0" />
+			<effect name="CallParty" />
 		</for>
 	</skill>
 	<skill id="1430" levels="5" name="Invocation">
@@ -947,10 +956,10 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Paralyze" val="0">
+			<effect name="Paralyze">
 				<mul order="0x30" stat="pDef" val="0.1" />
 			</effect>
-			<effect name="ManaHealOverTime" noicon="1" ticks="3" val="#mhot" />
+			<effect name="ManaHealOverTime" ticks="3" val="#mhot" />
 		</for>
 	</skill>
 	<skill id="1431" levels="6" name="Fallen Arrow">
@@ -977,7 +986,7 @@
 		<set name="soulMaxConsumeCount" val="5" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
+			<effect name="MagicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="1432" levels="2" name="Increase Power">
@@ -1003,7 +1012,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#rate" />
 			</effect>
 		</for>
@@ -1032,7 +1041,7 @@
 		<set name="soulMaxConsumeCount" val="5" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
+			<effect name="MagicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="1434" levels="4" name="Dark Explosion">
@@ -1061,7 +1070,7 @@
 		<set name="soulMaxConsumeCount" val="5" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
+			<effect name="MagicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="1435" levels="10" name="Death Mark" enchantGroup1="2" enchantGroup2="2">
@@ -1155,8 +1164,8 @@
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="pvpPower" val="#ench4Duel" />
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="MagicalSoulAttack" />
+			<effect name="TargetCancel">
 				<param chance="30" />
 			</effect>
 		</for>
@@ -1215,20 +1224,20 @@
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<enchant5 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalSoulAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalSoulAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</enchant3for>
 		<enchant5for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalSoulAttack" />
+			<effect name="Debuff">
 				<sub order="0x40" stat="darkRes" val="#ench5DarkhVuln" />
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
@@ -1277,7 +1286,7 @@
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="pvpPower" val="#ench4Duel" />
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
+			<effect name="MagicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="1439" levels="5" name="Curse of Divinity">
@@ -1304,7 +1313,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1440" levels="5" name="Steal Divinity">
@@ -1329,7 +1338,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="StealAbnormal" noicon="1" val="0">
+			<effect name="StealAbnormal">
 				<param slot="buff" rate="25" max="#maxNegated" />
 			</effect>
 		</for>
@@ -1357,7 +1366,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 			</effect>
 		</for>
@@ -1395,17 +1404,17 @@
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="#vuln" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="#ench1vuln" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="#ench2vuln" />
 			</effect>
 		</enchant2for>
@@ -1435,17 +1444,17 @@
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkPower" val="20" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkPower" val="#ench1Power" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkPower" val="30" />
 			</effect>
 		</enchant2for>
@@ -1480,7 +1489,7 @@
 			<target races="Kamael" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.1">
 					<using kind="Ancient,Crossbow,Rapier" />
 				</mul>
@@ -1489,7 +1498,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#enchIncrease">
 					<using kind="Ancient,Crossbow,Rapier" />
 				</mul>
@@ -1498,7 +1507,7 @@
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.1">
 					<using kind="Ancient,Crossbow,Rapier" />
 				</mul>
@@ -1507,7 +1516,7 @@
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.1">
 					<using kind="Ancient,Crossbow,Rapier" />
 				</mul>
@@ -1563,13 +1572,13 @@
 		<enchant3 name="abnormalTime" val="#ench3AbnormalTimes" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="darkRes" val="#darkRes" />
 				<add order="0x40" stat="holyRes" val="#holyRes" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="darkRes" val="#ench1darkRes" />
 				<add order="0x40" stat="holyRes" val="15" />
 			</effect>
@@ -1610,7 +1619,7 @@
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Root" val="0" abnormalVisualEffect="root" />
+			<effect name="Root" abnormalVisualEffect="root" />
 		</for>
 	</skill>
 	<skill id="1447" levels="9" name="Voice Bind" enchantGroup1="1" enchantGroup2="1">
@@ -1648,7 +1657,7 @@
 		<enchant2 name="abnormalTime" val="#ench2AbnormalTimes" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Mute" val="0" abnormalVisualEffect="mute" />
+			<effect name="Mute" abnormalVisualEffect="mute" />
 		</for>
 	</skill>
 	<skill id="1448" levels="1" name="Blink" enchantGroup1="2" enchantGroup2="2">
@@ -1688,9 +1697,9 @@
 		<enchant2 name="flyRadius" val="#ench2Radius" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect self="1" name="Blink" noicon="1" val="0" />
-			<effect name="PhysicalSoulAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect self="1" name="Blink" />
+			<effect name="PhysicalSoulAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="1449" levels="1" name="Transfer Soul">
@@ -1713,7 +1722,7 @@
 			<target races="Kamael" />
 		</cond>
 		<for>
-			<effect name="FocusSouls" noicon="1" val="1" />
+			<effect name="FocusSouls" val="1" />
 		</for>
 	</skill>
 	<skill id="1450" levels="1" name="Chain Lightning" enchantGroup1="6" enchantGroup2="6" enchantGroup3="6" enchantGroup4="6">
@@ -1751,7 +1760,7 @@
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="pvpPower" val="#ench4Duel" />
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
+			<effect name="MagicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="1451" levels="1" name="Fire Vortex Buster" enchantGroup1="6" enchantGroup2="6" enchantGroup3="6">
@@ -1786,8 +1795,8 @@
 			<target active_effect_id="1339" />
 		</cond>
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="DispelBySlot">
 				<param dispel="MULTI_DEBUFF_FIRE,9" />
 			</effect>
 		</for>
@@ -1865,8 +1874,8 @@
 			<target active_effect_id="1340" />
 		</cond>
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="DispelBySlot">
 				<param dispel="MULTI_DEBUFF_WATER,9" />
 			</effect>
 		</for>
@@ -1904,8 +1913,8 @@
 		<enchant3 name="elementPower" val="#ench3elementPower" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.6" />
 			</effect>
 		</for>
@@ -1980,8 +1989,8 @@
 			<target active_effect_id="1341" />
 		</cond>
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="DispelBySlot">
 				<param dispel="MULTI_DEBUFF_WIND,9" />
 			</effect>
 		</for>
@@ -2005,7 +2014,7 @@
 		<enchant1 name="abnormalTime" val="#ench1AbnormalTimes" />
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.25" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="1.35" />
 			</effect>
@@ -2068,12 +2077,12 @@
 		<set name="targetType" val="SELF" />
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="healEffect" val="1000" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="healEffect" val="#ench1Power" />
 			</effect>
 		</enchant1for>
@@ -2107,7 +2116,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="manaCharge" val="85" />
 			</effect>
 		</for>
@@ -2135,7 +2144,7 @@
 		<enchant2 name="mpConsume" val="#ench2mpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="critVuln" val="0.7" />
 			</effect>
 		</for>
@@ -2174,12 +2183,12 @@
 		<enchant2 name="mpConsume" val="#ench2MpConsume" />
 		<enchant2 name="mpInitialConsume" val="#ench2MpInitialConsume" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="PhysicalAttackMute" val="0" />
+			<effect name="MagicalAttack" />
+			<effect name="PhysicalAttackMute" />
 		</for>
 		<enchant1for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="PhysicalAttackMute" val="0" />
+			<effect name="MagicalAttack" />
+			<effect name="PhysicalAttackMute" />
 		</enchant1for>
 	</skill>
 	<skill id="1463" levels="1" name="Fire Weapon">
@@ -2201,7 +2210,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_MEMBER" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="firePower" val="20" />
 			</effect>
 		</for>
@@ -2225,7 +2234,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_MEMBER" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterPower" val="20" />
 			</effect>
 		</for>
@@ -2249,7 +2258,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_MEMBER" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="windPower" val="20" />
 			</effect>
 		</for>
@@ -2273,7 +2282,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_MEMBER" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="earthPower" val="20" />
 			</effect>
 		</for>
@@ -2300,7 +2309,7 @@
 		<set name="reuseDelay" val="300000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="117" />
 		</for>
 	</skill>
@@ -2324,7 +2333,7 @@
 		<set name="reuseDelay" val="300000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="117" />
 		</for>
 	</skill>
@@ -2364,7 +2373,7 @@
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="pvpPower" val="#ench4Duel" />
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
+			<effect name="MagicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="1470" levels="1" name="Prahnah" enchantGroup1="5" enchantGroup2="5" enchantGroup3="5" enchantGroup4="5">
@@ -2399,12 +2408,12 @@
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="reuseDelay" val="#ench4Reuse" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mDef" val="3000" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mDef" val="#ench1mDef" />
 			</effect>
 		</enchant1for>
@@ -2431,7 +2440,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
+			<effect name="MagicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="1472" levels="1" name="Soul Sucking">
@@ -2455,7 +2464,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<channelingEffects>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</channelingEffects>
 	</skill>
 	<skill id="1473" levels="1" name="Change Weapon">
@@ -2474,7 +2483,7 @@
 			<using weaponChange="true" />
 		</cond>
 		<for>
-			<effect name="ConvertItem" noicon="1" val="0" />
+			<effect name="ConvertItem" />
 		</for>
 	</skill>
 	<skill id="1474" levels="1" name="Abyssal Power" enchantGroup1="1">
@@ -2513,7 +2522,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="#dispelAbnormals" />
 			</effect>
 		</for>
@@ -2554,7 +2563,7 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="reuseDelay" val="#ench3Reuse" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#amount" />
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 				<mul order="0x30" stat="cAtk" val="#amount" />
@@ -2597,7 +2606,7 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="reuseDelay" val="#ench3Reuse" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="#absorbDam" /> <!-- absorb HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -2639,7 +2648,7 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="reuseDelay" val="#ench3Reuse" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pDef" val="#pDef" />
 				<add order="0x40" stat="mDef" val="#mDef" />
 			</effect>
@@ -2682,7 +2691,7 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="reuseDelay" val="#ench3Reuse" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.15" />
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 				<basemul order="0x30" stat="mCritRate" val="#mCritRate" />
@@ -2723,7 +2732,7 @@
 		<enchant3 name="reuseDelay" val="#ench3Reuse" />
 		<for>
 			<effect name="ManaHealOverTime" ticks="1" val="200" />
-			<effect name="Paralyze" noicon="1" val="0">
+			<effect name="Paralyze">
 				<mul order="0x30" stat="pDef" val="0.1" />
 			</effect>
 		</for>
@@ -2770,7 +2779,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0" abnormalVisualEffect="poison">
+			<effect name="TriggerSkillByDamage" abnormalVisualEffect="poison">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="30" />
@@ -2820,7 +2829,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0" abnormalVisualEffect="poison">
+			<effect name="TriggerSkillByDamage" abnormalVisualEffect="poison">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="30" />
@@ -2870,7 +2879,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0" abnormalVisualEffect="poison">
+			<effect name="TriggerSkillByDamage" abnormalVisualEffect="poison">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="30" />
@@ -2920,7 +2929,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0" abnormalVisualEffect="poison">
+			<effect name="TriggerSkillByDamage" abnormalVisualEffect="poison">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="30" />
@@ -2971,7 +2980,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0" abnormalVisualEffect="poison">
+			<effect name="TriggerSkillByDamage" abnormalVisualEffect="poison">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="30" />
@@ -3022,7 +3031,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Power" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0" abnormalVisualEffect="poison">
+			<effect name="TriggerSkillByDamage" abnormalVisualEffect="poison">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="30" />
@@ -3103,14 +3112,14 @@
 			<target active_effect_id="1487" />
 		</cond>
 		<for>
-			<effect name="HealPercent" noicon="1" val="#amount" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="HealPercent" val="#amount" />
+			<effect name="DispelBySlot">
 				<param dispel="LIFE_FORCE_KAMAEL,9" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="HealPercent" noicon="1" val="#ench1amount" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="HealPercent" val="#ench1amount" />
+			<effect name="DispelBySlot">
 				<param dispel="LIFE_FORCE_KAMAEL,9" />
 			</effect>
 		</enchant1for>
@@ -3137,7 +3146,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -3154,7 +3163,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -3180,7 +3189,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="10" />
@@ -3207,7 +3216,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="10" />
@@ -3234,7 +3243,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="10" />
@@ -3268,8 +3277,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
-			<effect name="Debuff" val="0">
+			<effect name="HpDrain" val="0.2" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.5" />
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="runSpd" val="0.5" />
@@ -3297,7 +3306,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SERVITOR" />
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
+			<effect name="Invincible" special="invincible" />
 		</for>
 	</skill>
 	<skill id="1497" levels="1" name="Excessive Loyalty">
@@ -3307,7 +3316,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="30" />
@@ -3323,7 +3332,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="5" chanceType="ON_HIT" triggeredId="5571" />
+			<effect name="ChanceSkillTrigger" activationChance="5" chanceType="ON_HIT" triggeredId="5571" />
 		</for>
 	</skill>
 	<skill id="1499" levels="1" name="Improved Combat">
@@ -3345,14 +3354,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="PA_UP,9;PD_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="PA_UP;PD_UP" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/01500-01599.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/01500-01599.xml
index 33b10e9b25acf05d45ed0980be11a6e6ba463826..48e21a274dbe4059235d36b10cbb862fe5bcad4f 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/01500-01599.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/01500-01599.xml
@@ -19,14 +19,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="MA_UP,9;MD_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="MA_UP;MD_UP" />
 			</effect>
 		</for>
@@ -50,14 +50,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 				<mul order="0x30" stat="maxMp" val="1.35" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="MAX_HP_UP,9;MAX_MP_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="MAX_HP_UP;MAX_MP_UP" />
 			</effect>
 		</for>
@@ -81,14 +81,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="CRITICAL_PROB_UP,9;CRITICAL_DMG_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="CRITICAL_PROB_UP;CRITICAL_DMG_UP" />
 			</effect>
 		</for>
@@ -112,14 +112,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="1.3" />
 				<mul order="0x30" stat="sDef" val="1.5" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SHIELD_PROB_UP,9;SHIELD_DEFENCE_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="SHIELD_PROB_UP;SHIELD_DEFENCE_UP" />
 			</effect>
 		</for>
@@ -143,14 +143,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SPEED_UP,9;AVOID_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="SPEED_UP;AVOID_UP" />
 			</effect>
 		</for>
@@ -175,10 +175,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_NOTME" />
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
-			<effect name="CpHeal" noicon="1" val="9000" />
-			<effect name="HealPercent" noicon="1" val="100" />
-			<effect name="ManaHealPercent" noicon="1" val="100" />
+			<effect name="Invincible" special="invincible" />
+			<effect name="CpHeal" val="9000" />
+			<effect name="HealPercent" val="100" />
+			<effect name="ManaHealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="1506" levels="1" name="Blessing of Eva">
@@ -201,10 +201,10 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="CpHeal" noicon="1" val="9000" />
-			<effect name="HealPercent" noicon="1" val="100" />
-			<effect name="ManaHealPercent" noicon="1" val="100" />
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="CpHeal" val="9000" />
+			<effect name="HealPercent" val="100" />
+			<effect name="ManaHealPercent" val="100" />
+			<effect name="DispelByCategory">
 				<param slot="debuff" rate="40" max="10" />
 			</effect>
 		</for>
@@ -227,7 +227,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="80" />
 			</effect>
 		</for>
@@ -256,12 +256,12 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" abnormalVisualEffect="poison" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="Root" abnormalVisualEffect="poison" />
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
-			<effect name="DamOverTime" noicon="1" ticks="3" val="90" />
-			<effect name="ManaDamOverTime" noicon="1" ticks="3" val="30" />
+			<effect name="DamOverTime" ticks="3" val="90" />
+			<effect name="ManaDamOverTime" ticks="3" val="30" />
 		</for>
 	</skill>
 	<skill id="1509" levels="1" name="Seal of Limit">
@@ -288,7 +288,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="maxRecoverableHp" val="0.3" />
 				<mul order="0x30" stat="maxRecoverableMp" val="0.3" />
 				<mul order="0x30" stat="maxRecoverableCp" val="0.3" />
@@ -313,7 +313,7 @@
 			<target races="Kamael" />
 		</cond>
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="debuff" rate="100" max="3" />
 			</effect>
 		</for>
@@ -357,7 +357,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="power" val="#ench2Chance" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0" abnormalVisualEffect="poison">
+			<effect name="TriggerSkillByDamage" abnormalVisualEffect="poison">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="30" />
@@ -406,7 +406,7 @@
 		<enchant4 name="magicLvl" val="#enchMagicLvl" />
 		<enchant4 name="pvpPower" val="#ench4Duel" />
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
+			<effect name="MagicalSoulAttack" />
 			<effect name="ManaDamOverTime" ticks="3" val="12">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 				<mul order="0x30" stat="pAtkSpd" val="0.7" />
@@ -414,7 +414,7 @@
 			</effect>
 		</for>
 		<enchant3for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
+			<effect name="MagicalSoulAttack" />
 			<effect name="ManaDamOverTime" ticks="3" val="12">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 				<mul order="0x30" stat="pAtkSpd" val="0.7" />
@@ -454,8 +454,8 @@
 			<target active_effect_id="1512" />
 		</cond>
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="MagicalSoulAttack" />
+			<effect name="DispelBySlot">
 				<param dispel="MULTI_DEBUFF_SOUL,9" />
 			</effect>
 		</for>
@@ -483,20 +483,20 @@
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="2" />
 			</effect>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="10" />
 				<param CROSSBOW="6" />
 			</effect>
 		</for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="2" />
 				<add order="0x40" stat="pDef" val="#ench2pDef" />
 			</effect>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="10" />
 				<param CROSSBOW="6" />
 			</effect>
@@ -531,7 +531,7 @@
 		<enchant2 name="mpInitialConsume" val="#ench2MpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="20" />
@@ -540,7 +540,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="#ench1Chance" />
@@ -549,7 +549,7 @@
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="#ench2Chance" />
@@ -558,7 +558,7 @@
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="100" />
 				<param chance="20" />
@@ -591,7 +591,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="pvpPower" val="#ench2Duel" />
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
+			<effect name="MagicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="1517" levels="1" name="Chant of Combat">
@@ -612,14 +612,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="PA_UP,9;PD_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="PA_UP;PD_UP" />
 			</effect>
 		</for>
@@ -642,14 +642,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="CRITICAL_PROB_UP,9;CRITICAL_DMG_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="CRITICAL_PROB_UP;CRITICAL_DMG_UP" />
 			</effect>
 		</for>
@@ -672,14 +672,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb 9% HP from damage inflicted on enemies -->
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="VAMPIRIC_ATTACK,9;ATTACK_TIME_DOWN,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="VAMPIRIC_ATTACK;ATTACK_TIME_DOWN" />
 			</effect>
 		</for>
@@ -779,7 +779,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1524" levels="42" name="Surrender to the Holy">
@@ -811,7 +811,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="holyRes" val="25" />
 				<add order="0x40" stat="darkRes" val="12" />
 			</effect>
@@ -863,7 +863,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="10" activationMinDamage="#activationMinDamage" chanceType="ON_HIT" triggeredId="#triggeredId" />
+			<effect name="ChanceSkillTrigger" activationChance="10" activationMinDamage="#activationMinDamage" chanceType="ON_HIT" triggeredId="#triggeredId" />
 		</for>
 	</skill>
 	<skill id="1527" levels="3" name="Expert Casting">
@@ -907,7 +907,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1529" levels="7" name="Soul Web" enchantGroup1="1" enchantGroup2="1" enchantGroup3="1">
@@ -953,7 +953,7 @@
 		<enchant3 name="abnormalTime" val="#ench3AbnormalTimes" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -989,7 +989,7 @@
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<enchant3 name="pvpPower" val="#enchDuel" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="1531" levels="7" name="Bless the Blood" enchantGroup1="1" enchantGroup2="1">
@@ -1024,7 +1024,7 @@
 		<enchant2 name="magicLvl" val="#enchMagicLvl" />
 		<enchant2 name="mpConsume" val="54" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="60" />
 				<param chance="60" />
@@ -1033,7 +1033,7 @@
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="60" />
 				<param chance="60" />
@@ -1058,7 +1058,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.4" />
 				<mul order="0x30" stat="mAtkSpd" val="1.5" />
 				<basemul order="0x30" stat="mCritRate" val="0.5" />
@@ -1082,7 +1082,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.1" />
 				<mul order="0x30" stat="healEffect" val="1.4" />
 				<mul order="0x30" stat="mAtkSpd" val="1.5" />
@@ -1110,7 +1110,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxCp" val="1.1" />
 			</effect>
 		</for>
@@ -1133,14 +1133,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SPEED_UP,9;AVOID_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="SPEED_UP;AVOID_UP" />
 			</effect>
 		</for>
@@ -1164,14 +1164,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="PA_UP,9;PD_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="PA_UP;PD_UP" />
 			</effect>
 		</for>
@@ -1195,14 +1195,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="CRITICAL_PROB_UP,9;CRITICAL_DMG_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="CRITICAL_PROB_UP;CRITICAL_DMG_UP" />
 			</effect>
 		</for>
@@ -1226,14 +1226,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 				<mul order="0x30" stat="maxMp" val="1.35" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="MAX_HP_UP,9;MAX_MP_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="MAX_HP_UP;MAX_MP_UP" />
 			</effect>
 		</for>
@@ -1265,7 +1265,7 @@
 		<enchant1 name="abnormalTime" val="#ench1AbnormalTimes" />
 		<enchant1 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="DefenceTrait" val="0" special="stigmashilien">
+			<effect name="DefenceTrait" special="stigmashilien">
 				<param SWORD="#traits" />
 				<param BLUNT="#traits" />
 				<param DAGGER="#traits" />
@@ -1291,7 +1291,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Petrification" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="1541" levels="1" name="Curse of Desparion">
@@ -1319,7 +1319,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.5" />
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="runSpd" val="0.5" />
@@ -1347,7 +1347,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="300" />
 				<param chance="80" />
@@ -1364,7 +1364,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="30" activationSkills="927" chanceType="ON_CAST" triggeredId="6060" />
+			<effect name="ChanceSkillTrigger" activationChance="30" activationSkills="927" chanceType="ON_CAST" triggeredId="6060" />
 		</for>
 	</skill>
 	<skill id="1544" levels="7" name="Death Beam">
@@ -1390,7 +1390,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalSoulAttack" noicon="1" val="0" />
+			<effect name="MagicalSoulAttack" />
 		</for>
 	</skill>
 	<skill id="1545" levels="1" name="Soul Sucking">
@@ -1415,7 +1415,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<channelingEffects>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</channelingEffects>
 	</skill>
 	<skill id="1546" levels="1" name="Strider Fear">
@@ -1442,7 +1442,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="1547" levels="3" name="Spirit Sharing">
@@ -1471,7 +1471,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#amount" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="mAtk" val="#amount" />
@@ -1519,22 +1519,22 @@
 		<enchant2 name="mpInitialConsume" val="#ench2mpInitialConsume" />
 		<enchant3 name="magicLvl" val="#enchMagicLvl" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="earthRes" val="#earthRes" />
 			</effect>
 		</for>
 		<enchant1for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="earthRes" val="#enchvuln" />
 			</effect>
 		</enchant1for>
 		<enchant2for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="earthRes" val="#enchvuln" />
 			</effect>
 		</enchant2for>
 		<enchant3for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="earthRes" val="#ench3vuln" />
 			</effect>
 		</enchant3for>
@@ -1557,7 +1557,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="fireRes" val="20" />
 				<add order="0x40" stat="waterRes" val="20" />
 				<add order="0x40" stat="windRes" val="20" />
@@ -1579,7 +1579,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="POISON,9" />
 			</effect>
 		</for>
@@ -1598,7 +1598,7 @@
 		<set name="reuseDelay" val="9000" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="POISON,9;BLEEDING,9;PARALYZE,1;TURN_STONE,1" />
 			</effect>
 		</for>
@@ -1617,8 +1617,8 @@
 		<set name="reuseDelay" val="9000" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Heal" noicon="1" val="796" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="Heal" val="796" />
+			<effect name="DispelBySlot">
 				<param dispel="POISON,9;BLEEDING,9" />
 			</effect>
 		</for>
@@ -1642,7 +1642,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="AREA_FRIENDLY" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="30" />
+			<effect name="HealPercent" val="30" />
 		</for>
 	</skill>
 	<skill id="1554" levels="1" name="Aura Blast">
@@ -1665,8 +1665,8 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect self="1" name="ManaHeal" noicon="1" val="10" /> <!-- FIXME: value unconfirmed -->
+			<effect name="MagicalAttack" />
+			<effect self="1" name="ManaHeal" val="10" /> <!-- FIXME: value unconfirmed -->
 		</for>
 	</skill>
 	<skill id="1555" levels="1" name="Aura Cannon">
@@ -1686,8 +1686,8 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect self="1" name="ManaHeal" noicon="1" val="10" /> <!-- FIXME: value unconfirmed -->
+			<effect name="MagicalAttack" />
+			<effect self="1" name="ManaHeal" val="10" /> <!-- FIXME: value unconfirmed -->
 		</for>
 	</skill>
 	<skill id="1556" levels="1" name="Arcane Shield">
@@ -1705,7 +1705,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" special="arcane_shield">
+			<effect name="Buff" special="arcane_shield">
 				<add order="0x40" stat="manaShield" val="70" />
 			</effect>
 		</for>
@@ -1728,8 +1728,8 @@
 		<set name="targetType" val="SERVITOR" />
 		<for>
 			<!-- Note: 0.5 means 50% of owner's patk! -->
-			<effect self="1" name="ServitorShare" val="0" /> <!-- This effect is used to cancel pet's effect when player's have been canceled. -->
-			<effect name="ServitorShare" noicon="1" val="0">
+			<effect self="1" name="ServitorShare" /> <!-- This effect is used to cancel pet's effect when player's have been canceled. -->
+			<effect name="ServitorShare">
 				<share order="0x40" stat="pAtk" val="0.5" />
 				<share order="0x40" stat="pDef" val="0.5" />
 				<share order="0x40" stat="mAtk" val="0.25" />
@@ -1763,8 +1763,8 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect self="1" name="ChanceSkillTrigger" noicon="1" val="0" activationChance="5" chanceType="ON_START" triggeredId="5571" />
+			<effect name="MagicalAttack" />
+			<effect self="1" name="ChanceSkillTrigger" activationChance="5" chanceType="ON_START" triggeredId="5571" />
 		</for>
 	</skill>
 	<skill id="1559" levels="3" name="Potential Ability">
@@ -1810,8 +1810,8 @@
 			<using kind="Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
-			<effect name="Spoil" noicon="1" val="0" />
+			<effect name="FatalBlow" />
+			<effect name="Spoil" />
 		</for>
 	</skill>
 	<skill id="1561" levels="5" name="Battle Cry">
@@ -1834,10 +1834,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="#maxHp" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="#amount" />
+			<effect name="HealPercent" val="#amount" />
 		</for>
 	</skill>
 	<skill id="1562" levels="2" name="Chant of Berserker">
@@ -1871,7 +1871,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 				<mul order="0x30" stat="mDef" val="#mDef" />
 				<sub order="0x40" stat="rEvas" val="#rEvas" />
@@ -1908,7 +1908,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -1920,7 +1920,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
 				<param minDamage="1" />
 				<param chance="5" />
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/02000-02099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/02000-02099.xml
index 4fdf0ea3101f3787677e6f5f74bf5a1270f16975..b03893987d50d68ba9011b87eacb8a5fcd14f71b 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/02000-02099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/02000-02099.xml
@@ -39,7 +39,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="12774" npcCount="1" despawnDelay="180000" />
 			</effect>
 		</for>
@@ -55,7 +55,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="12777" npcCount="1" despawnDelay="180000" />
 			</effect>
 		</for>
@@ -112,7 +112,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 			</effect>
 		</for>
@@ -129,7 +129,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="20" />
 			</effect>
 		</for>
@@ -146,7 +146,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.15" />
 			</effect>
 		</for>
@@ -168,7 +168,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -185,7 +185,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0" />
+			<effect name="Resurrection" />
 		</for>
 	</skill>
 	<skill id="2015" levels="1" name="Scroll: Enchant Weapon (Grade B)">
@@ -358,7 +358,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -375,7 +375,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -397,7 +397,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -425,7 +425,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="435" />
+			<effect name="Heal" val="435" />
 		</for>
 	</skill>
 	<skill id="2039" levels="1" name="Soulshot: No Grade">
@@ -452,7 +452,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="CLANHALL" />
 			</effect>
 		</for>
@@ -474,7 +474,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="CASTLE" />
 			</effect>
 		</for>
@@ -486,7 +486,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="POISON,3" />
 			</effect>
 		</for>
@@ -498,7 +498,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="POISON,7" />
 			</effect>
 		</for>
@@ -510,7 +510,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="BLEEDING,3" />
 			</effect>
 		</for>
@@ -522,7 +522,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="BLEEDING,7" />
 			</effect>
 		</for>
@@ -534,7 +534,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonPet" noicon="1" val="0" />
+			<effect name="SummonPet" />
 		</for>
 	</skill>
 	<skill id="2047" levels="1" name="Spiritshot: No Grade">
@@ -565,7 +565,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -583,7 +583,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 			</effect>
 		</for>
@@ -601,7 +601,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -619,7 +619,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 			</effect>
 		</for>
@@ -637,7 +637,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -655,7 +655,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -673,7 +673,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
 		</for>
@@ -691,7 +691,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -709,7 +709,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -727,7 +727,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -745,7 +745,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -758,7 +758,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="FATAL_POISON,1" />
 			</effect>
 		</for>
@@ -782,7 +782,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -809,7 +809,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="regMp" val="1.82" />
 			</effect>
 		</for>
@@ -899,8 +899,8 @@
 		<set name="operateType" val="A3" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="RandomizeHate" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="RandomizeHate" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -914,7 +914,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DeleteHateOfMe" noicon="1" val="0">
+			<effect name="DeleteHateOfMe">
 				<param chance="70" />
 			</effect>
 		</for>
@@ -931,7 +931,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="breath" val="5" />
 			</effect>
 		</for>
@@ -948,7 +948,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="0.83" />
 				<add order="0x40" stat="reflectDam" val="20" />
 			</effect>
@@ -968,7 +968,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="1835" itemCount="300" />
 			</effect>
 		</for>
@@ -987,7 +987,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="1463" itemCount="300" />
 			</effect>
 		</for>
@@ -1006,7 +1006,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="1464" itemCount="300" />
 			</effect>
 		</for>
@@ -1025,7 +1025,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="1465" itemCount="300" />
 			</effect>
 		</for>
@@ -1044,7 +1044,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="1466" itemCount="300" />
 			</effect>
 		</for>
@@ -1063,7 +1063,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="1467" itemCount="300" />
 			</effect>
 		</for>
@@ -1082,7 +1082,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="2509" itemCount="300" />
 			</effect>
 		</for>
@@ -1101,7 +1101,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="2510" itemCount="300" />
 			</effect>
 		</for>
@@ -1120,7 +1120,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="2511" itemCount="300" />
 			</effect>
 		</for>
@@ -1139,7 +1139,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="2512" itemCount="300" />
 			</effect>
 		</for>
@@ -1158,7 +1158,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="2513" itemCount="300" />
 			</effect>
 		</for>
@@ -1177,7 +1177,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="2514" itemCount="300" />
 			</effect>
 		</for>
@@ -1196,7 +1196,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="3947" itemCount="300" />
 			</effect>
 		</for>
@@ -1215,7 +1215,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="3948" itemCount="300" />
 			</effect>
 		</for>
@@ -1234,7 +1234,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="3949" itemCount="300" />
 			</effect>
 		</for>
@@ -1253,7 +1253,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="3950" itemCount="300" />
 			</effect>
 		</for>
@@ -1272,7 +1272,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="3951" itemCount="300" />
 			</effect>
 		</for>
@@ -1291,7 +1291,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="3952" itemCount="300" />
 			</effect>
 		</for>
@@ -1335,7 +1335,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="CORPSE_MOB" />
 		<for>
-			<effect name="Harvesting" noicon="1" val="0" />
+			<effect name="Harvesting" />
 		</for>
 	</skill>
 	<skill id="2099" levels="1" name="Escape: 5 minutes">
@@ -1353,7 +1353,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/02100-02199.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/02100-02199.xml
index e0ba40bbfdf23b8c0fe0e11b57a1b27fd305ba66..47753f9a932ed5722e8e183f27ed749f26c9dcf1 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/02100-02199.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/02100-02199.xml
@@ -16,7 +16,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -58,7 +58,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="2104" levels="1" name="Greater Compressed Package of Soulshots: No-grade">
@@ -75,7 +75,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="1835" itemCount="1000" />
 			</effect>
 		</for>
@@ -94,7 +94,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="1463" itemCount="1000" />
 			</effect>
 		</for>
@@ -113,7 +113,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="1464" itemCount="1000" />
 			</effect>
 		</for>
@@ -132,7 +132,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="1465" itemCount="1000" />
 			</effect>
 		</for>
@@ -151,7 +151,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="1466" itemCount="1000" />
 			</effect>
 		</for>
@@ -170,7 +170,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="1467" itemCount="1000" />
 			</effect>
 		</for>
@@ -189,7 +189,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="2509" itemCount="1000" />
 			</effect>
 		</for>
@@ -208,7 +208,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="2510" itemCount="1000" />
 			</effect>
 		</for>
@@ -227,7 +227,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="2511" itemCount="1000" />
 			</effect>
 		</for>
@@ -246,7 +246,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="2512" itemCount="1000" />
 			</effect>
 		</for>
@@ -265,7 +265,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="2513" itemCount="1000" />
 			</effect>
 		</for>
@@ -284,7 +284,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="2514" itemCount="1000" />
 			</effect>
 		</for>
@@ -303,7 +303,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="3947" itemCount="1000" />
 			</effect>
 		</for>
@@ -322,7 +322,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="3948" itemCount="1000" />
 			</effect>
 		</for>
@@ -341,7 +341,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="3949" itemCount="1000" />
 			</effect>
 		</for>
@@ -360,7 +360,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="3950" itemCount="1000" />
 			</effect>
 		</for>
@@ -379,7 +379,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="3951" itemCount="1000" />
 			</effect>
 		</for>
@@ -398,7 +398,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="3952" itemCount="1000" />
 			</effect>
 		</for>
@@ -412,7 +412,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeFace" noicon="1" val="0" />
+			<effect name="ChangeFace" />
 		</for>
 	</skill>
 	<skill id="2123" levels="1" name="Facelifting Potion">
@@ -424,7 +424,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeFace" noicon="1" val="1" />
+			<effect name="ChangeFace" val="1" />
 		</for>
 	</skill>
 	<skill id="2124" levels="1" name="Facelifting Potion">
@@ -436,7 +436,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeFace" noicon="1" val="2" />
+			<effect name="ChangeFace" val="2" />
 		</for>
 	</skill>
 	<skill id="2125" levels="1" name="Dye Potion">
@@ -448,7 +448,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairColor" noicon="1" val="0" />
+			<effect name="ChangeHairColor" />
 		</for>
 	</skill>
 	<skill id="2126" levels="1" name="Dye Potion">
@@ -460,7 +460,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairColor" noicon="1" val="1" />
+			<effect name="ChangeHairColor" val="1" />
 		</for>
 	</skill>
 	<skill id="2127" levels="1" name="Dye Potion">
@@ -472,7 +472,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairColor" noicon="1" val="2" />
+			<effect name="ChangeHairColor" val="2" />
 		</for>
 	</skill>
 	<skill id="2128" levels="1" name="Dye Potion">
@@ -484,7 +484,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairColor" noicon="1" val="3" />
+			<effect name="ChangeHairColor" val="3" />
 		</for>
 	</skill>
 	<skill id="2129" levels="1" name="Hair Style Change Potion">
@@ -496,7 +496,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="0" />
+			<effect name="ChangeHairStyle" />
 		</for>
 	</skill>
 	<skill id="2130" levels="1" name="Hair Style Change Potion">
@@ -508,7 +508,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="1" />
+			<effect name="ChangeHairStyle" val="1" />
 		</for>
 	</skill>
 	<skill id="2131" levels="1" name="Hair Style Change Potion">
@@ -520,7 +520,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="2" />
+			<effect name="ChangeHairStyle" val="2" />
 		</for>
 	</skill>
 	<skill id="2132" levels="1" name="Hair Style Change Potion">
@@ -532,7 +532,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="3" />
+			<effect name="ChangeHairStyle" val="3" />
 		</for>
 	</skill>
 	<skill id="2133" levels="1" name="Hair Style Change Potion">
@@ -544,7 +544,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="4" />
+			<effect name="ChangeHairStyle" val="4" />
 		</for>
 	</skill>
 	<skill id="2134" levels="1" name="Hair Style Change Potion">
@@ -556,7 +556,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="5" />
+			<effect name="ChangeHairStyle" val="5" />
 		</for>
 		<cond msgId="1518">
 			<player sex="1" />
@@ -571,7 +571,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="6" />
+			<effect name="ChangeHairStyle" val="6" />
 		</for>
 		<cond msgId="1518">
 			<player sex="1" />
@@ -585,8 +585,8 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="3" />
-			<effect name="ManaHealPercent" noicon="1" val="1" />
+			<effect name="HealPercent" val="3" />
+			<effect name="ManaHealPercent" val="1" />
 		</for>
 	</skill>
 	<skill id="2137" levels="1" name="Summon Regular Tree">
@@ -597,7 +597,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13006" npcCount="1" despawnDelay="1200000" />
 			</effect>
 		</for>
@@ -610,7 +610,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13007" npcCount="1" despawnDelay="1200000" />
 			</effect>
 		</for>
@@ -628,7 +628,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regMp" val="1.2" />
 				<mul order="0x30" stat="regHp" val="1.4" />
 			</effect>
@@ -817,7 +817,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="FocusEnergy" noicon="1" val="2" />
+			<effect name="FocusEnergy" val="2" />
 		</for>
 	</skill>
 	<skill id="2166" levels="2" name="CP Gauge Potion">
@@ -828,7 +828,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="CpHeal" noicon="1" val="#amount" />
+			<effect name="CpHeal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2167" levels="4" name="Scroll of SP">
@@ -842,7 +842,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="GiveSp" noicon="1" val="#amount" />
+			<effect name="GiveSp" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2168" levels="6" name="Raid Blessing">
@@ -860,7 +860,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="CharmOfLuck" val="0" />
+			<effect name="CharmOfLuck" />
 		</for>
 	</skill>
 	<skill id="2169" levels="2" name="Magic Haste Potion">
@@ -880,7 +880,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 			</effect>
 		</for>
@@ -896,7 +896,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SLEEP,1" />
 			</effect>
 		</for>
@@ -919,7 +919,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2172" levels="1" name="Scroll of Giants">
@@ -940,7 +940,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2173" levels="1" name="Book of Giants">
@@ -961,7 +961,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2174" levels="3" name="Ingredient Bag">
@@ -984,7 +984,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2175" levels="1" name="Ingredient Box">
@@ -1005,7 +1005,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2176" levels="4" name="Ancient Papyrus">
@@ -1029,7 +1029,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2177" levels="1" name="Blessed Scroll of Escape: Clan Hall">
@@ -1050,7 +1050,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="CLANHALL" />
 			</effect>
 		</for>
@@ -1072,7 +1072,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="CASTLE" />
 			</effect>
 		</for>
@@ -1092,7 +1092,7 @@
 			<target npcType="L2PetInstance" />
 		</cond>
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -1209,7 +1209,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2191" levels="9" name="Item - Jade Fish">
@@ -1238,7 +1238,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2192" levels="9" name="Item - Blue Fish">
@@ -1267,7 +1267,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2193" levels="9" name="Item - Yellow Fish">
@@ -1296,7 +1296,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2194" levels="9" name="Item - Orange Fish">
@@ -1325,7 +1325,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2195" levels="9" name="Item - Violet Fish">
@@ -1354,7 +1354,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2196" levels="9" name="Item - Red Fish">
@@ -1383,7 +1383,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2197" levels="9" name="Item - White Fish">
@@ -1412,7 +1412,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2198" levels="9" name="Item - Black Fish">
@@ -1441,7 +1441,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2199" levels="3" name="Item - Green Treasure Box">
@@ -1464,7 +1464,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/02200-02299.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/02200-02299.xml
index 38061fe31dfe8382e731bd76cf26cd3073035674..83be15780d3ac7b3f6e20256f9e02a2dd9d67574 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/02200-02299.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/02200-02299.xml
@@ -20,7 +20,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2201" levels="3" name="Item - Blue Treasure Box">
@@ -43,7 +43,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2202" levels="3" name="Item - Yellow Treasure Box">
@@ -66,7 +66,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2203" levels="3" name="Item - Orange Treasure Box">
@@ -89,7 +89,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2204" levels="3" name="Item - Violet Treasure Box">
@@ -112,7 +112,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2205" levels="3" name="Item - Red Treasure Box">
@@ -135,7 +135,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2206" levels="3" name="Item - White Treasure Box">
@@ -158,7 +158,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2207" levels="3" name="Item - Black Treasure Box">
@@ -181,7 +181,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2208" levels="1" name="Item - Blessed Scroll of Enchant Armor">
@@ -239,7 +239,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="#coordX" y="#coordY" z="#coordZ" />
 			</effect>
 		</for>
@@ -265,7 +265,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="#coordX" y="#coordY" z="#coordZ" />
 			</effect>
 		</for>
@@ -291,7 +291,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2216" levels="4" name="Item - Quest Special Fish">
@@ -315,7 +315,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2217" levels="5" name="Item - Quest Treasure Box">
@@ -340,7 +340,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2218" levels="3" name="Item - Quest Sac">
@@ -363,7 +363,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2219" levels="2" name="Item - Quest Sac">
@@ -385,7 +385,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2220" levels="9" name="Item - Easy Green Fish">
@@ -414,7 +414,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2221" levels="9" name="Item - Easy Jade Fish">
@@ -443,7 +443,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2222" levels="9" name="Item - Easy Blue Fish">
@@ -472,7 +472,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2223" levels="9" name="Item - Easy Yellow Fish">
@@ -501,7 +501,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2224" levels="9" name="Item - Easy Orange Fish">
@@ -530,7 +530,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2225" levels="9" name="Item - Easy Violet Fish">
@@ -559,7 +559,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2226" levels="9" name="Item - Easy Red Fish">
@@ -588,7 +588,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2227" levels="9" name="Item - Easy White Fish">
@@ -617,7 +617,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2228" levels="9" name="Item - Easy Black Fish">
@@ -646,7 +646,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2229" levels="8" name="Treasure Chest Key">
@@ -688,7 +688,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param VALAKAS="11" />
 			</effect>
 		</for>
@@ -708,7 +708,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param VALAKAS="-20" />
 			</effect>
 		</for>
@@ -723,7 +723,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="DRAGON_BREATH,1" />
 			</effect>
 		</for>
@@ -753,8 +753,8 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="2235" levels="1" name="Anteroom Door Key">
@@ -849,7 +849,7 @@
 			<player insideZoneId="2239" />
 		</cond>
 		<for>
-			<effect name="Petrification" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="2240" levels="1" name="Hot Spring Nectar">
@@ -918,8 +918,8 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Heal" noicon="1" val="60" />
-			<effect name="HealPercent" noicon="1" val="17" />
+			<effect name="Heal" val="60" />
+			<effect name="HealPercent" val="17" />
 		</for>
 	</skill>
 	<skill id="2245" levels="1" name="Herb of Mana">
@@ -935,8 +935,8 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="ManaHeal" noicon="1" val="20" />
-			<effect name="ManaHealPercent" noicon="1" val="4" />
+			<effect name="ManaHeal" val="20" />
+			<effect name="ManaHealPercent" val="4" />
 		</for>
 	</skill>
 	<skill id="2246" levels="1" name="Herb of Power">
@@ -957,7 +957,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.25">
 					<using kind="Fist,Sword,Big Sword,Dagger,Dual Dagger,Dual Fist,Dual Sword,Blunt,Big Blunt,Ancient,Rapier,Etc" />
 				</mul>
@@ -985,7 +985,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -1005,7 +1005,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="firePower" val="20" />
 			</effect>
 		</for>
@@ -1025,7 +1025,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterPower" val="20" />
 			</effect>
 		</for>
@@ -1045,7 +1045,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="windPower" val="20" />
 			</effect>
 		</for>
@@ -1065,7 +1065,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="earthPower" val="20" />
 			</effect>
 		</for>
@@ -1085,7 +1085,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkPower" val="20" />
 			</effect>
 		</for>
@@ -1105,7 +1105,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="holyPower" val="20" />
 			</effect>
 		</for>
@@ -1182,7 +1182,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2261" levels="9" name="Item - Hard Green Fish">
@@ -1211,7 +1211,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2262" levels="9" name="Item - Hard Jade Fish">
@@ -1240,7 +1240,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2263" levels="9" name="Item - Hard Blue Fish">
@@ -1269,7 +1269,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2264" levels="9" name="Item - Hard Yellow Fish">
@@ -1298,7 +1298,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2265" levels="9" name="Item - Hard Orange Fish">
@@ -1327,7 +1327,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2266" levels="9" name="Item - Hard Violet Fish">
@@ -1356,7 +1356,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2267" levels="9" name="Item - Hard Red Fish">
@@ -1385,7 +1385,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2268" levels="9" name="Item - Hard White Fish">
@@ -1414,7 +1414,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2269" levels="9" name="Item - Hard Black Fish">
@@ -1443,7 +1443,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2270" levels="7" name="Item - Adventurer Box">
@@ -1470,7 +1470,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2271" levels="1" name="Item - Hot Spring Fish">
@@ -1491,7 +1491,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2272" levels="1" name="Item - Fight Song Crystal">
@@ -1519,7 +1519,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2274" levels="8" name="Fisherman's Potion">
@@ -1541,7 +1541,7 @@
 			<player active_skill_id_lvl="#active_skill_id_lvl" />
 		</cond>
 		<for>
-			<effect name="ChangeFishingMastery" val="0" />
+			<effect name="ChangeFishingMastery" />
 		</for>
 	</skill>
 	<skill id="2275" levels="1" name="Fisherman's Recovery Potion">
@@ -1553,7 +1553,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="FISHING_MASTERY_DOWN,1" />
 			</effect>
 		</for>
@@ -1597,7 +1597,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2278" levels="3" name="Herb of Life">
@@ -1614,7 +1614,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="HealPercent" noicon="1" val="#amount" />
+			<effect name="HealPercent" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2279" levels="3" name="Herb of Mana">
@@ -1631,7 +1631,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="ManaHealPercent" noicon="1" val="#amount" />
+			<effect name="ManaHealPercent" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2280" levels="1" name="Herb of Power">
@@ -1653,7 +1653,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -1677,7 +1677,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -1701,7 +1701,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -1725,7 +1725,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -1749,7 +1749,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 			</effect>
 		</for>
@@ -1773,7 +1773,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -1794,7 +1794,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Recovery" noicon="1" val="0" />
+			<effect name="Recovery" />
 		</for>
 	</skill>
 	<skill id="2287" levels="6" name="Elixir of Life">
@@ -1810,7 +1810,7 @@
 			<player levelRange="#levelRange" />
 		</cond>
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2288" levels="6" name="Elixir of Mental Strength">
@@ -1826,7 +1826,7 @@
 			<player levelRange="#levelRange" />
 		</cond>
 		<for>
-			<effect name="ManaHeal" noicon="1" val="#amount" />
+			<effect name="ManaHeal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2289" levels="6" name="Elixir of CP">
@@ -1842,7 +1842,7 @@
 			<player levelRange="#levelRange" />
 		</cond>
 		<for>
-			<effect name="CpHeal" noicon="1" val="#amount" />
+			<effect name="CpHeal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2290" levels="1" name="Coffer of Shadows">
@@ -1863,7 +1863,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2291" levels="1" name="Facelifting Potion">
@@ -1875,7 +1875,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeFace" noicon="1" val="0" />
+			<effect name="ChangeFace" />
 		</for>
 	</skill>
 	<skill id="2292" levels="1" name="Facelifting Potion">
@@ -1887,7 +1887,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeFace" noicon="1" val="1" />
+			<effect name="ChangeFace" val="1" />
 		</for>
 	</skill>
 	<skill id="2293" levels="1" name="Facelifting Potion">
@@ -1899,7 +1899,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeFace" noicon="1" val="2" />
+			<effect name="ChangeFace" val="2" />
 		</for>
 	</skill>
 	<skill id="2294" levels="1" name="Dye Potion">
@@ -1911,7 +1911,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairColor" noicon="1" val="0" />
+			<effect name="ChangeHairColor" />
 		</for>
 	</skill>
 	<skill id="2295" levels="1" name="Dye Potion">
@@ -1923,7 +1923,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairColor" noicon="1" val="1" />
+			<effect name="ChangeHairColor" val="1" />
 		</for>
 	</skill>
 	<skill id="2296" levels="1" name="Dye Potion">
@@ -1935,7 +1935,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairColor" noicon="1" val="2" />
+			<effect name="ChangeHairColor" val="2" />
 		</for>
 	</skill>
 	<skill id="2297" levels="1" name="Dye Potion">
@@ -1947,7 +1947,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairColor" noicon="1" val="3" />
+			<effect name="ChangeHairColor" val="3" />
 		</for>
 	</skill>
 	<skill id="2298" levels="1" name="Hair Style Change Potion">
@@ -1959,7 +1959,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="0" />
+			<effect name="ChangeHairStyle" />
 		</for>
 	</skill>
 	<skill id="2299" levels="1" name="Hair Style Change Potion">
@@ -1971,7 +1971,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="1" />
+			<effect name="ChangeHairStyle" val="1" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/02300-02399.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/02300-02399.xml
index 6bab66634fcde2cebac1415bc77b4c2bf70a0765..d13a037475a68677ff90b9b691365dbaee9775e5 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/02300-02399.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/02300-02399.xml
@@ -9,7 +9,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="2" />
+			<effect name="ChangeHairStyle" val="2" />
 		</for>
 	</skill>
 	<skill id="2301" levels="1" name="Hair Style Change Potion">
@@ -21,7 +21,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="3" />
+			<effect name="ChangeHairStyle" val="3" />
 		</for>
 	</skill>
 	<skill id="2302" levels="1" name="Hair Style Change Potion">
@@ -33,7 +33,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="4" />
+			<effect name="ChangeHairStyle" val="4" />
 		</for>
 	</skill>
 	<skill id="2303" levels="1" name="Hair Style Change Potion">
@@ -45,7 +45,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="5" />
+			<effect name="ChangeHairStyle" val="5" />
 		</for>
 		<cond msgId="1518">
 			<player sex="1" />
@@ -60,7 +60,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChangeHairStyle" noicon="1" val="6" />
+			<effect name="ChangeHairStyle" val="6" />
 		</for>
 		<cond msgId="1518">
 			<player sex="1" />
@@ -78,7 +78,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="15" />
 			</effect>
 		</for>
@@ -99,7 +99,7 @@
 			<player levelRange="76;85" />
 		</cond>
 		<for>
-			<effect name="GiveSp" noicon="1" val="#amount" />
+			<effect name="GiveSp" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2307" levels="1" name="Remove Petrification Scroll">
@@ -112,7 +112,7 @@
 			<player levelRange="61;85" />
 		</cond>
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="TURN_STONE" rate="99" />
 			</effect>
 		</for>
@@ -170,7 +170,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2309" levels="1" name="Pig Chest">
@@ -191,7 +191,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2310" levels="1" name="Scroll of Guidance - Event Use">
@@ -207,7 +207,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 			</effect>
 		</for>
@@ -225,7 +225,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -243,7 +243,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 			</effect>
 		</for>
@@ -261,7 +261,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -279,7 +279,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -297,7 +297,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
 		</for>
@@ -315,7 +315,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -333,7 +333,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -351,7 +351,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -369,7 +369,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -390,7 +390,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -407,7 +407,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -447,7 +447,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2324" levels="1" name="Blue Sage's Stone">
@@ -468,7 +468,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2325" levels="1" name="Orange Sage's Stone">
@@ -489,7 +489,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2326" levels="1" name="Black Sage's Stone">
@@ -510,7 +510,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2327" levels="1" name="White Sage's Stone">
@@ -531,7 +531,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2328" levels="1" name="Green Sage's Stone">
@@ -552,7 +552,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2329" levels="4" name="Fire Stone">
@@ -610,7 +610,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="fireRes" val="30" />
 			</effect>
 		</for>
@@ -628,7 +628,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterRes" val="30" />
 			</effect>
 		</for>
@@ -646,7 +646,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="windRes" val="30" />
 			</effect>
 		</for>
@@ -664,7 +664,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="earthRes" val="30" />
 			</effect>
 		</for>
@@ -682,7 +682,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="holyRes" val="30" />
 			</effect>
 		</for>
@@ -700,7 +700,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="30" />
 			</effect>
 		</for>
@@ -717,7 +717,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="2342" levels="1" name="Ballista Bomb">
@@ -983,7 +983,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="2358" levels="1" name="Holy Water">
@@ -1092,7 +1092,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="FORTRESS" />
 			</effect>
 		</for>
@@ -1113,7 +1113,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="FORTRESS" />
 			</effect>
 		</for>
@@ -1172,7 +1172,7 @@
 			<target npcId="18482" />
 		</cond>
 		<for>
-			<effect name="HealPercent" noicon="1" val="30" />
+			<effect name="HealPercent" val="30" />
 		</for>
 	</skill>
 	<skill id="2369" levels="1" name="Water Dragon Scale">
@@ -1395,7 +1395,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -1412,7 +1412,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -1429,7 +1429,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.23" />
 			</effect>
 		</for>
@@ -1446,7 +1446,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="1.35" />
 			</effect>
 		</for>
@@ -1463,7 +1463,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.15" />
 			</effect>
 		</for>
@@ -1480,7 +1480,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.15" />
 			</effect>
 		</for>
@@ -1497,7 +1497,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.55" />
 			</effect>
 		</for>
@@ -1514,7 +1514,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="healEffect" val="100" />
 			</effect>
 		</for>
@@ -1531,7 +1531,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -1548,7 +1548,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.15" />
 			</effect>
 		</for>
@@ -1565,7 +1565,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="2" />
 			</effect>
 		</for>
@@ -1583,7 +1583,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.16" />
 				<mul order="0x30" stat="pAtk" val="1.08" />
 				<mul order="0x30" stat="mDef" val="0.84" />
@@ -1607,7 +1607,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.96" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.9" />
@@ -1631,7 +1631,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -1649,7 +1649,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -1689,7 +1689,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Heal" noicon="1" val="1900" />
+			<effect name="Heal" val="1900" />
 		</for>
 	</skill>
 	<skill id="2396" levels="1" name="Mental Potion">
@@ -1705,7 +1705,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="20" />
 				<param SLEEP="20" />
 				<param DERANGEMENT="20" />
@@ -1725,7 +1725,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Petrification" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="2398" levels="1" name="Instant Haste Potion">
@@ -1741,7 +1741,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="66" />
 			</effect>
 		</for>
@@ -1769,7 +1769,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/02400-02499.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/02400-02499.xml
index 845150e3b719b19af1eb0e1ffa29fce281e06d3c..523506b3b233eec58cbc4460a63845175119e038 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/02400-02499.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/02400-02499.xml
@@ -31,7 +31,7 @@
 			<player level="52" />
 		</cond>
 		<for>
-			<effect name="ManaHeal" noicon="1" val="360" />
+			<effect name="ManaHeal" val="360" />
 		</for>
 	</skill>
 	<skill id="2402" levels="1" name="Lesser Battlefield CP Potion">
@@ -46,7 +46,7 @@
 			<player level="52" />
 		</cond>
 		<for>
-			<effect name="CpHeal" noicon="1" val="1000" />
+			<effect name="CpHeal" val="1000" />
 		</for>
 	</skill>
 	<skill id="2403" levels="1" name="Spring CP Potion">
@@ -58,7 +58,7 @@
 		<set name="reuseDelay" val="600000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="CpHeal" noicon="1" val="1000" />
+			<effect name="CpHeal" val="1000" />
 		</for>
 	</skill>
 	<skill id="2404" levels="1" name="Might">
@@ -74,7 +74,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.12" />
 			</effect>
 		</for>
@@ -92,7 +92,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.12" />
 			</effect>
 		</for>
@@ -110,7 +110,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -128,7 +128,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.25" />
 			</effect>
 		</for>
@@ -146,7 +146,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.3" />
 			</effect>
 		</for>
@@ -164,7 +164,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="3" />
 			</effect>
 		</for>
@@ -182,7 +182,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="1.1" />
 			</effect>
 		</for>
@@ -200,7 +200,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 			</effect>
 		</for>
@@ -218,7 +218,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.15" />
 			</effect>
 		</for>
@@ -236,7 +236,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="7" /> <!-- absorb 7% HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -254,7 +254,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.1" />
 				<mul order="0x30" stat="pAtk" val="1.05" />
 				<mul order="0x30" stat="mDef" val="0.9" />
@@ -279,7 +279,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.23" />
 			</effect>
 		</for>
@@ -297,7 +297,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.2" />
 			</effect>
 		</for>
@@ -315,7 +315,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.65" />
 			</effect>
 		</for>
@@ -333,7 +333,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.23" />
 			</effect>
 		</for>
@@ -351,7 +351,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.96" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.9" />
@@ -372,7 +372,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="9597" itemCount="2" />
 			</effect>
 		</for>
@@ -391,7 +391,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="9598" itemCount="2" />
 			</effect>
 		</for>
@@ -414,7 +414,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2423" levels="1" name="2nd Place Treasure Sack">
@@ -435,7 +435,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2424" levels="1" name="3rd Place Treasure Sack">
@@ -456,7 +456,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2425" levels="1" name="4th Place Treasure Sack">
@@ -477,7 +477,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2426" levels="1" name="5th Place Treasure sack">
@@ -498,7 +498,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2427" levels="1" name="6th Place Treasure Sack">
@@ -519,7 +519,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2428" levels="1" name="Scroll of Transformation - Rabbit">
@@ -555,7 +555,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -574,7 +574,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 			</effect>
 		</for>
@@ -593,7 +593,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -612,7 +612,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 			</effect>
 		</for>
@@ -631,7 +631,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -650,7 +650,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
 		</for>
@@ -669,7 +669,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -688,7 +688,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -707,7 +707,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -726,7 +726,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -745,7 +745,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.96" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.9" />
@@ -770,7 +770,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2441" levels="1" name="Protection of Rune">
@@ -792,7 +792,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="755" skillLvl="1" />
 			</effect>
 		</for>
@@ -816,7 +816,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="756" skillLvl="1" />
 			</effect>
 		</for>
@@ -840,7 +840,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="757" skillLvl="1" />
 			</effect>
 		</for>
@@ -864,7 +864,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="758" skillLvl="1" />
 			</effect>
 		</for>
@@ -888,7 +888,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="759" skillLvl="1" />
 			</effect>
 		</for>
@@ -912,7 +912,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="760" skillLvl="1" />
 			</effect>
 		</for>
@@ -936,10 +936,10 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="761" skillLvl="1" />
 			</effect>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="762" skillLvl="1" />
 			</effect>
 		</for>
@@ -963,7 +963,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="763" skillLvl="1" />
 			</effect>
 		</for>
@@ -987,7 +987,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="764" skillLvl="1" />
 			</effect>
 		</for>
@@ -1011,7 +1011,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="765" skillLvl="1" />
 			</effect>
 		</for>
@@ -1035,7 +1035,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="766" skillLvl="1" />
 			</effect>
 		</for>
@@ -1059,7 +1059,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="767" skillLvl="1" />
 			</effect>
 		</for>
@@ -1083,7 +1083,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="768" skillLvl="1" />
 			</effect>
 		</for>
@@ -1107,7 +1107,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="769" skillLvl="1" />
 			</effect>
 		</for>
@@ -1131,7 +1131,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="770" skillLvl="1" />
 			</effect>
 		</for>
@@ -1155,7 +1155,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="771" skillLvl="1" />
 			</effect>
 		</for>
@@ -1179,7 +1179,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="772" skillLvl="1" />
 			</effect>
 		</for>
@@ -1203,7 +1203,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="773" skillLvl="1" />
 			</effect>
 		</for>
@@ -1227,7 +1227,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="774" skillLvl="1" />
 			</effect>
 		</for>
@@ -1251,7 +1251,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="775" skillLvl="1" />
 			</effect>
 		</for>
@@ -1275,7 +1275,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="776" skillLvl="1" />
 			</effect>
 		</for>
@@ -1299,7 +1299,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="777" skillLvl="1" />
 			</effect>
 		</for>
@@ -1323,7 +1323,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="778" skillLvl="1" />
 			</effect>
 		</for>
@@ -1347,7 +1347,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1492" skillLvl="1" />
 			</effect>
 		</for>
@@ -1371,7 +1371,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1493" skillLvl="1" />
 			</effect>
 		</for>
@@ -1395,7 +1395,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1494" skillLvl="1" />
 			</effect>
 		</for>
@@ -1419,7 +1419,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1495" skillLvl="1" />
 			</effect>
 		</for>
@@ -1443,7 +1443,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1496" skillLvl="1" />
 			</effect>
 		</for>
@@ -1467,7 +1467,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1497" skillLvl="1" />
 			</effect>
 		</for>
@@ -1491,7 +1491,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1498" skillLvl="1" />
 			</effect>
 		</for>
@@ -1515,7 +1515,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1499" skillLvl="1" />
 			</effect>
 		</for>
@@ -1539,7 +1539,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1500" skillLvl="1" />
 			</effect>
 		</for>
@@ -1563,7 +1563,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1501" skillLvl="1" />
 			</effect>
 		</for>
@@ -1587,7 +1587,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1502" skillLvl="1" />
 			</effect>
 		</for>
@@ -1611,7 +1611,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1503" skillLvl="1" />
 			</effect>
 		</for>
@@ -1635,7 +1635,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1504" skillLvl="1" />
 			</effect>
 		</for>
@@ -1659,7 +1659,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1505" skillLvl="1" />
 			</effect>
 		</for>
@@ -1683,7 +1683,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1506" skillLvl="1" />
 			</effect>
 		</for>
@@ -1707,7 +1707,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1507" skillLvl="1" />
 			</effect>
 		</for>
@@ -1731,7 +1731,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1508" skillLvl="1" />
 			</effect>
 		</for>
@@ -1755,7 +1755,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1509" skillLvl="1" />
 			</effect>
 		</for>
@@ -1779,10 +1779,10 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="784" skillLvl="1" />
 			</effect>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="785" skillLvl="1" />
 			</effect>
 		</for>
@@ -1806,10 +1806,10 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="786" skillLvl="1" />
 			</effect>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="787" skillLvl="1" />
 			</effect>
 		</for>
@@ -1833,10 +1833,10 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="788" skillLvl="1" />
 			</effect>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="789" skillLvl="1" />
 			</effect>
 		</for>
@@ -1853,7 +1853,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="HealPercent" noicon="1" val="15" />
+			<effect name="HealPercent" val="15" />
 		</for>
 	</skill>
 	<skill id="2486" levels="1" name="Herb of Mana">
@@ -1868,7 +1868,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="ManaHealPercent" noicon="1" val="12" />
+			<effect name="ManaHealPercent" val="12" />
 		</for>
 	</skill>
 	<skill id="2487" levels="1" name="Item - Special Sound Crystal">
@@ -1897,7 +1897,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="790" skillLvl="1" />
 			</effect>
 		</for>
@@ -1921,7 +1921,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="791" skillLvl="1" />
 			</effect>
 		</for>
@@ -1944,7 +1944,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2491" levels="1" name="Transform Zaken">
@@ -1955,7 +1955,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="663" skillLvl="1" />
 			</effect>
 		</for>
@@ -1968,7 +1968,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="664" skillLvl="1" />
 			</effect>
 		</for>
@@ -1981,7 +1981,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="665" skillLvl="1" />
 			</effect>
 		</for>
@@ -1994,7 +1994,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="666" skillLvl="1" />
 			</effect>
 		</for>
@@ -2007,7 +2007,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="667" skillLvl="1" />
 			</effect>
 		</for>
@@ -2020,7 +2020,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="668" skillLvl="1" />
 			</effect>
 		</for>
@@ -2033,7 +2033,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="669" skillLvl="1" />
 			</effect>
 		</for>
@@ -2051,7 +2051,7 @@
 			<player souls="5" />
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="10410" itemCount="1" />
 			</effect>
 		</for>
@@ -2064,7 +2064,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="FocusSouls" noicon="1" val="5" />
+			<effect name="FocusSouls" val="5" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/02500-02599.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/02500-02599.xml
index ecdebc86c4ff83020e4decc74914f8b75a23cb8f..092d1d2fcfcf3b409438d3edd3d865ee71dbd063 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/02500-02599.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/02500-02599.xml
@@ -14,7 +14,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="6645" itemCount="500" />
 			</effect>
 		</for>
@@ -33,7 +33,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="6646" itemCount="500" />
 			</effect>
 		</for>
@@ -52,7 +52,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="6647" itemCount="500" />
 			</effect>
 		</for>
@@ -75,7 +75,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2505" levels="1" name="Chant of Combat">
@@ -97,7 +97,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1517" skillLvl="1" />
 			</effect>
 		</for>
@@ -121,7 +121,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1518" skillLvl="1" />
 			</effect>
 		</for>
@@ -145,7 +145,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1519" skillLvl="1" />
 			</effect>
 		</for>
@@ -161,7 +161,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="12774" npcCount="1" despawnDelay="180000" />
 			</effect>
 		</for>
@@ -177,7 +177,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="12777" npcCount="1" despawnDelay="180000" />
 			</effect>
 		</for>
@@ -200,7 +200,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2511" levels="1" name="Scroll of Transformation - Gatekeeper">
@@ -242,7 +242,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb 9% HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -271,7 +271,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead">
+			<effect name="BigHead" abnormalVisualEffect="bighead">
 				<mul order="0x30" stat="regHp" val="2" />
 				<mul order="0x30" stat="regMp" val="2" />
 			</effect>
@@ -295,7 +295,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -387,7 +387,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="-120050" y="44500" z="360" />
 			</effect>
 		</for>
@@ -411,7 +411,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="818" skillLvl="1" />
 			</effect>
 		</for>
@@ -435,7 +435,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="819" skillLvl="1" />
 			</effect>
 		</for>
@@ -459,7 +459,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="820" skillLvl="1" />
 			</effect>
 		</for>
@@ -483,7 +483,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="821" skillLvl="1" />
 			</effect>
 		</for>
@@ -511,7 +511,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -534,7 +534,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2533" levels="1" name="Pathfinder Supplies">
@@ -555,7 +555,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2534" levels="1" name="Pathfinder Supplies">
@@ -576,7 +576,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2535" levels="1" name="Pathfinder Supplies">
@@ -597,7 +597,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2536" levels="1" name="Pathfinder Supplies">
@@ -618,7 +618,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2537" levels="1" name="Pathfinder Supplies">
@@ -639,7 +639,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2538" levels="1" name="Pathfinder Supplies">
@@ -660,7 +660,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2539" levels="1" name="Pathfinder Supplies">
@@ -681,7 +681,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2540" levels="1" name="Pathfinder Supplies">
@@ -702,7 +702,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2541" levels="1" name="Pathfinder Supplies">
@@ -723,7 +723,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2542" levels="1" name="Pathfinder Supplies">
@@ -744,7 +744,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2543" levels="1" name="Pathfinder Supplies">
@@ -765,7 +765,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2544" levels="1" name="Pathfinder Supplies">
@@ -786,7 +786,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2545" levels="1" name="Pathfinder Supplies">
@@ -807,7 +807,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2546" levels="1" name="Pathfinder Supplies">
@@ -828,7 +828,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2547" levels="1" name="Pathfinder Supplies">
@@ -849,7 +849,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2548" levels="1" name="Pathfinder Supplies">
@@ -870,7 +870,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2549" levels="1" name="Pathfinder Supplies">
@@ -891,7 +891,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2550" levels="1" name="Pathfinder Supplies">
@@ -912,7 +912,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2551" levels="1" name="Pathfinder Supplies">
@@ -933,7 +933,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2552" levels="1" name="Pathfinder Supplies">
@@ -954,7 +954,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2553" levels="1" name="Pathfinder Supplies">
@@ -975,7 +975,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2554" levels="1" name="Pathfinder Supplies">
@@ -996,7 +996,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2555" levels="1" name="Pathfinder Supplies">
@@ -1017,7 +1017,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2556" levels="1" name="Pathfinder Supplies">
@@ -1038,7 +1038,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2557" levels="1" name="Pathfinder Supplies">
@@ -1059,7 +1059,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2558" levels="1" name="Pathfinder Supplies">
@@ -1080,7 +1080,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2559" levels="1" name="Pathfinder Supplies">
@@ -1101,7 +1101,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2560" levels="1" name="Pathfinder Supplies">
@@ -1122,7 +1122,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2561" levels="1" name="Pathfinder Supplies">
@@ -1143,7 +1143,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2562" levels="1" name="Pathfinder Supplies">
@@ -1164,7 +1164,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2563" levels="1" name="Pathfinder Supplies">
@@ -1185,7 +1185,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2564" levels="1" name="Pathfinder Supplies">
@@ -1206,7 +1206,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2565" levels="1" name="Pathfinder Supplies">
@@ -1227,7 +1227,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2566" levels="1" name="Pathfinder Supplies">
@@ -1248,7 +1248,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2567" levels="1" name="Pathfinder Supplies">
@@ -1269,7 +1269,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2568" levels="1" name="Pathfinder Supplies">
@@ -1290,7 +1290,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2569" levels="1" name="Pathfinder Supplies">
@@ -1311,7 +1311,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2570" levels="1" name="Pathfinder Supplies">
@@ -1332,7 +1332,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2571" levels="1" name="Pathfinder Supplies">
@@ -1353,7 +1353,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2572" levels="1" name="Pathfinder's Reward">
@@ -1374,7 +1374,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2573" levels="1" name="Pathfinder's Reward">
@@ -1395,7 +1395,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2574" levels="1" name="Pathfinder's Reward">
@@ -1416,7 +1416,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2575" levels="1" name="Pathfinder's Reward">
@@ -1437,7 +1437,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2576" levels="1" name="Pathfinder's Reward">
@@ -1458,7 +1458,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2577" levels="1" name="Instant Defense">
@@ -1473,7 +1473,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
+			<effect name="Invincible" special="invincible" />
 		</for>
 	</skill>
 	<skill id="2578" levels="1" name="Cure Poison Paralyze">
@@ -1483,7 +1483,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="POISON,9" />
 			</effect>
 		</for>
@@ -1495,7 +1495,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="DEATH_CLACK,1" />
 			</effect>
 		</for>
@@ -1517,7 +1517,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -1567,7 +1567,7 @@
 		<set name="reuseDelay" val="3600000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="#value" />
+			<effect name="VitalityPointUp" val="#value" />
 		</for>
 	</skill>
 	<skill id="2587" levels="1" name="Increase number of teleport slots.">
@@ -1613,7 +1613,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="30" />
+			<effect name="HealPercent" val="30" />
 		</for>
 	</skill>
 	<skill id="2593" levels="1" name="Bow/Crossbow Attack Resistance Potion">
@@ -1631,7 +1631,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="40" />
 				<param CROSSBOW="20" />
 			</effect>
@@ -1653,7 +1653,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -1674,7 +1674,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -1691,7 +1691,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/02600-02699.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/02600-02699.xml
index bee6b90d582e43d135a204af847beaa34194236d..098e43efeff5b8ec33c17430030d791c52b9cd03 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/02600-02699.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/02600-02699.xml
@@ -63,7 +63,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2607" levels="1" name="Pailaka Door Key">
@@ -97,7 +97,7 @@
 			<player level="76" />
 		</cond>
 		<for>
-			<effect name="GiveSp" noicon="1" val="#amount" />
+			<effect name="GiveSp" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2609" levels="20" name="Escape">
@@ -120,7 +120,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="#coordX" y="#coordY" z="#coordZ" />
 			</effect>
 		</for>
@@ -182,7 +182,7 @@
 			<player npcIdRadius="32529,300,true" />
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="13854" itemCount="1" />
 			</effect>
 		</for>
@@ -255,7 +255,7 @@
 		<set name="reuseDelay" val="1800000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="32544" npcCount="1" />
 			</effect>
 		</for>
@@ -429,7 +429,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="firePower" val="20" />
 			</effect>
 		</for>
@@ -446,7 +446,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="earthPower" val="20" />
 			</effect>
 		</for>
@@ -476,7 +476,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2639" levels="1" name="Five-year anniversary event box">
@@ -497,7 +497,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2640" levels="1" name="Five-year anniversary event box">
@@ -518,7 +518,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2641" levels="1" name="Five-Year Anniversary Event Box">
@@ -539,7 +539,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2642" levels="1" name="Five-Year Anniversary Event Box">
@@ -560,7 +560,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2643" levels="1" name="Five-Year Anniversary Event Box">
@@ -581,7 +581,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2644" levels="1" name="Five-Year Anniversary Event Box">
@@ -602,7 +602,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2645" levels="1" name="Multi-Colored Honey Rice Cake">
@@ -614,7 +614,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
+			<effect name="VitalityPointUp" val="20000" />
 		</for>
 	</skill>
 	<skill id="2646" levels="1" name="Honey Wheat Cake">
@@ -626,7 +626,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
+			<effect name="VitalityPointUp" val="20000" />
 		</for>
 	</skill>
 	<skill id="2647" levels="1" name="Energy Star Stone">
@@ -641,7 +641,7 @@
 			<player canRefuelAirship="25" />
 		</cond>
 		<for>
-			<effect name="RefuelAirship" noicon="1" val="25" />
+			<effect name="RefuelAirship" val="25" />
 		</for>
 	</skill>
 	<skill id="2648" levels="1" name="High Quality Energy Star Stone">
@@ -656,7 +656,7 @@
 			<player canRefuelAirship="100" />
 		</cond>
 		<for>
-			<effect name="RefuelAirship" noicon="1" val="100" />
+			<effect name="RefuelAirship" val="100" />
 		</for>
 	</skill>
 	<skill id="2649" levels="9" name="Escape - Gludin Village">
@@ -679,7 +679,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="#coordX" y="#coordY" z="#coordZ" />
 			</effect>
 		</for>
@@ -703,7 +703,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="912" skillLvl="1" />
 			</effect>
 		</for>
@@ -727,7 +727,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="913" skillLvl="1" />
 			</effect>
 		</for>
@@ -751,7 +751,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="914" skillLvl="1" />
 			</effect>
 		</for>
@@ -775,7 +775,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="915" skillLvl="1" />
 			</effect>
 		</for>
@@ -799,7 +799,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="917" skillLvl="1" />
 			</effect>
 		</for>
@@ -823,7 +823,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="918" skillLvl="1" />
 			</effect>
 		</for>
@@ -847,7 +847,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="919" skillLvl="1" />
 			</effect>
 		</for>
@@ -871,7 +871,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="922" skillLvl="1" />
 			</effect>
 		</for>
@@ -895,7 +895,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="923" skillLvl="1" />
 			</effect>
 		</for>
@@ -919,7 +919,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="924" skillLvl="1" />
 			</effect>
 		</for>
@@ -943,7 +943,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1532" skillLvl="1" />
 			</effect>
 		</for>
@@ -967,7 +967,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1533" skillLvl="1" />
 			</effect>
 		</for>
@@ -991,7 +991,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1535" skillLvl="1" />
 			</effect>
 		</for>
@@ -1015,7 +1015,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1536" skillLvl="1" />
 			</effect>
 		</for>
@@ -1039,7 +1039,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1537" skillLvl="1" />
 			</effect>
 		</for>
@@ -1063,7 +1063,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1538" skillLvl="1" />
 			</effect>
 		</for>
@@ -1087,7 +1087,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="928" skillLvl="1" />
 			</effect>
 		</for>
@@ -1111,7 +1111,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="929" skillLvl="1" />
 			</effect>
 		</for>
@@ -1135,7 +1135,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="930" skillLvl="1" />
 			</effect>
 		</for>
@@ -1159,7 +1159,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="931" skillLvl="1" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/02700-02799.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/02700-02799.xml
index 55892e1f88ca2f80fdf004c3a00bcd36a3bc348a..ff074377258babe9126c21a796f87660451f59f5 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/02700-02799.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/02700-02799.xml
@@ -2260,7 +2260,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="945" skillLvl="1" />
 			</effect>
 		</for>
@@ -2284,7 +2284,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="946" skillLvl="1" />
 			</effect>
 		</for>
@@ -2308,7 +2308,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1540" skillLvl="1" />
 			</effect>
 		</for>
@@ -2332,7 +2332,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="947" skillLvl="1" />
 			</effect>
 		</for>
@@ -2356,7 +2356,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="948" skillLvl="1" />
 			</effect>
 		</for>
@@ -2380,7 +2380,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1541" skillLvl="1" />
 			</effect>
 		</for>
@@ -2404,7 +2404,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1542" skillLvl="1" />
 			</effect>
 		</for>
@@ -2428,7 +2428,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="949" skillLvl="1" />
 			</effect>
 		</for>
@@ -2452,7 +2452,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1543" skillLvl="1" />
 			</effect>
 		</for>
@@ -2476,7 +2476,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="840" skillLvl="1" />
 			</effect>
 		</for>
@@ -2499,7 +2499,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="841" skillLvl="1" />
 			</effect>
 		</for>
@@ -2522,7 +2522,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="842" skillLvl="1" />
 			</effect>
 		</for>
@@ -2538,7 +2538,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2793" levels="2" name="Stone of Mana">
@@ -2552,7 +2552,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ManaHeal" noicon="1" val="#amount" />
+			<effect name="ManaHeal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2794" levels="2" name="Stone of Recovery">
@@ -2569,8 +2569,8 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="#hpHeal" />
-			<effect name="ManaHealPercent" noicon="1" val="#mpHeal" />
+			<effect name="HealPercent" val="#hpHeal" />
+			<effect name="ManaHealPercent" val="#mpHeal" />
 		</for>
 	</skill>
 	<skill id="2795" levels="1" name="Stone of Destruction">
@@ -2586,7 +2586,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.12" />
 			</effect>
 		</for>
@@ -2604,7 +2604,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.12" />
 			</effect>
 		</for>
@@ -2623,7 +2623,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
@@ -2642,7 +2642,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -2660,7 +2660,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.3" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/02800-02899.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/02800-02899.xml
index 7fdb8d272dddff37b0bea6350a99b40db05aa926..909f6c84441a99be78584d7fefe83e7b6567f164 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/02800-02899.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/02800-02899.xml
@@ -13,7 +13,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 			</effect>
 		</for>
@@ -31,7 +31,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.2" />
 			</effect>
 		</for>
@@ -66,10 +66,10 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="761" skillLvl="1" />
 			</effect>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="762" skillLvl="1" />
 			</effect>
 		</for>
@@ -93,7 +93,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="763" skillLvl="1" />
 			</effect>
 		</for>
@@ -117,10 +117,10 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="784" skillLvl="1" />
 			</effect>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="785" skillLvl="1" />
 			</effect>
 		</for>
@@ -144,10 +144,10 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="786" skillLvl="1" />
 			</effect>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="787" skillLvl="1" />
 			</effect>
 		</for>
@@ -171,10 +171,10 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="788" skillLvl="1" />
 			</effect>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="789" skillLvl="1" />
 			</effect>
 		</for>
@@ -198,7 +198,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="768" skillLvl="1" />
 			</effect>
 		</for>
@@ -222,7 +222,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="769" skillLvl="1" />
 			</effect>
 		</for>
@@ -246,7 +246,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="770" skillLvl="1" />
 			</effect>
 		</for>
@@ -270,7 +270,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="771" skillLvl="1" />
 			</effect>
 		</for>
@@ -294,7 +294,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="772" skillLvl="1" />
 			</effect>
 		</for>
@@ -318,7 +318,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="773" skillLvl="1" />
 			</effect>
 		</for>
@@ -342,7 +342,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="774" skillLvl="1" />
 			</effect>
 		</for>
@@ -366,7 +366,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="776" skillLvl="1" />
 			</effect>
 		</for>
@@ -390,7 +390,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="777" skillLvl="1" />
 			</effect>
 		</for>
@@ -414,7 +414,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="778" skillLvl="1" />
 			</effect>
 		</for>
@@ -438,7 +438,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="790" skillLvl="1" />
 			</effect>
 		</for>
@@ -462,7 +462,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="791" skillLvl="1" />
 			</effect>
 		</for>
@@ -486,7 +486,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1492" skillLvl="1" />
 			</effect>
 		</for>
@@ -510,7 +510,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1493" skillLvl="1" />
 			</effect>
 		</for>
@@ -534,7 +534,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1494" skillLvl="1" />
 			</effect>
 		</for>
@@ -558,7 +558,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1495" skillLvl="1" />
 			</effect>
 		</for>
@@ -582,7 +582,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1467" skillLvl="1" />
 			</effect>
 		</for>
@@ -606,7 +606,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1468" skillLvl="1" />
 			</effect>
 		</for>
@@ -630,7 +630,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1505" skillLvl="1" />
 			</effect>
 		</for>
@@ -654,7 +654,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1506" skillLvl="1" />
 			</effect>
 		</for>
@@ -678,7 +678,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1507" skillLvl="1" />
 			</effect>
 		</for>
@@ -702,7 +702,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1508" skillLvl="1" />
 			</effect>
 		</for>
@@ -726,7 +726,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="1509" skillLvl="1" />
 			</effect>
 		</for>
@@ -750,7 +750,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="775" skillLvl="1" />
 			</effect>
 		</for>
@@ -773,7 +773,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2833" levels="1" name="S80 Armor Chest">
@@ -794,7 +794,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2834" levels="1" name="S Weapon Chest">
@@ -815,7 +815,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2835" levels="1" name="S Armor Chest">
@@ -836,7 +836,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2836" levels="1" name="S Accessory Chest">
@@ -857,7 +857,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2837" levels="1" name="Gracia Key">
@@ -888,7 +888,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2839" levels="1" name="Sacred Light Fragment">
@@ -923,7 +923,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="932" skillLvl="1" />
 			</effect>
 		</for>
@@ -954,7 +954,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2843" levels="1" name="Duel Supplies">
@@ -975,7 +975,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2844" levels="1" name="Duel Supplies">
@@ -996,7 +996,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2845" levels="1" name="Duel Supplies">
@@ -1017,7 +1017,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2846" levels="1" name="Duel Supplies">
@@ -1038,7 +1038,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2847" levels="1" name="Duel Supplies">
@@ -1059,7 +1059,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2848" levels="1" name="Duel Supplies">
@@ -1080,7 +1080,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2849" levels="1" name="Duel Supplies">
@@ -1101,7 +1101,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2850" levels="1" name="Duel Supplies">
@@ -1122,7 +1122,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2851" levels="1" name="Duel Supplies">
@@ -1143,7 +1143,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2852" levels="1" name="Duel Reward Box">
@@ -1164,7 +1164,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2853" levels="1" name="Duel Reward Box">
@@ -1185,7 +1185,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2854" levels="1" name="Duel Reward Box">
@@ -1206,7 +1206,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2855" levels="1" name="Duel Reward Box">
@@ -1227,7 +1227,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2856" levels="1" name="Santa's Buff Gift Set">
@@ -1244,7 +1244,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.2" />
 				<sub order="0x40" stat="debuffVuln" val="10" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.95" />
@@ -1278,7 +1278,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="debuffVuln" val="10" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.95" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.95" />
@@ -1313,7 +1313,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2859" levels="1" name="Christmas Gift">
@@ -1337,7 +1337,7 @@
 			<player levelRange="#levelRange" />
 		</cond>
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2861" levels="6" name="Highest Power Secret Medicine of Mind">
@@ -1353,7 +1353,7 @@
 			<player levelRange="#levelRange" />
 		</cond>
 		<for>
-			<effect name="ManaHeal" noicon="1" val="#amount" />
+			<effect name="ManaHeal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2862" levels="6" name="Highest Power Secret Medicine of Will">
@@ -1369,7 +1369,7 @@
 			<player levelRange="#levelRange" />
 		</cond>
 		<for>
-			<effect name="CpHeal" noicon="1" val="#amount" />
+			<effect name="CpHeal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="2863" levels="1" name="Highest Power Healing Potion">
@@ -1396,7 +1396,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="870" />
+			<effect name="Heal" val="870" />
 		</for>
 	</skill>
 	<skill id="2865" levels="1" name="Agathion's New Year's Gift 1">
@@ -1417,7 +1417,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2866" levels="1" name="Agathion's New Year's Gift 2">
@@ -1438,7 +1438,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2867" levels="1" name="Cupid's Cure">
@@ -1473,7 +1473,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13187" npcCount="1" />
 			</effect>
 		</for>
@@ -1490,7 +1490,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13188" npcCount="1" />
 			</effect>
 		</for>
@@ -1505,7 +1505,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13191" npcCount="1" />
 			</effect>
 		</for>
@@ -1520,7 +1520,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13192" npcCount="1" />
 			</effect>
 		</for>
@@ -1621,7 +1621,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13194" npcCount="1" />
 			</effect>
 		</for>
@@ -1638,7 +1638,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13195" npcCount="1" />
 			</effect>
 		</for>
@@ -1662,7 +1662,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2883" levels="1" name="Energy Replenishing Herb Tea">
@@ -1808,7 +1808,7 @@
 		<set name="reuseDelay" val="3600000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
+			<effect name="VitalityPointUp" val="20000" />
 		</for>
 	</skill>
 	<skill id="2895" levels="1" name="Special White Day Candy Basket">
@@ -1829,7 +1829,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2896" levels="1" name="White Day Candy Basket">
@@ -1850,7 +1850,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2897" levels="1" name="Baguette's Herb">
@@ -1868,7 +1868,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" special="baguettesword,blackafro">
+			<effect name="Buff" special="baguettesword,blackafro">
 				<mul order="0x30" stat="maxHp" val="1.1" />
 				<mul order="0x30" stat="regHp" val="1.2" />
 			</effect>
@@ -1889,7 +1889,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" special="baguettesword,yellowafro">
+			<effect name="Buff" special="baguettesword,yellowafro">
 				<mul order="0x30" stat="maxHp" val="1.1" />
 				<mul order="0x30" stat="maxMp" val="1.1" />
 				<mul order="0x30" stat="mAtkSpd" val="1.1" />
@@ -1915,7 +1915,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" special="baguettesword,pinkafro">
+			<effect name="Buff" special="baguettesword,pinkafro">
 				<mul order="0x30" stat="maxMp" val="1.1" />
 				<mul order="0x30" stat="regMp" val="1.2" />
 			</effect>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/02900-02999.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/02900-02999.xml
index 904c00d5b21258bacad617ddcba496003613364b..6e159174fb5cc40cfea307e6ee2c433c83aef6b2 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/02900-02999.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/02900-02999.xml
@@ -17,7 +17,7 @@
 			<player level="78" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="2901" levels="1" name="Ancient Herb - Immortal">
@@ -37,7 +37,7 @@
 			<player level="78" />
 		</cond>
 		<for>
-			<effect name="Invincible" val="0" />
+			<effect name="Invincible" />
 		</for>
 	</skill>
 	<skill id="2902" levels="1" name="Ancient Herb - Terminator">
@@ -57,7 +57,7 @@
 			<player level="78" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.7" />
 			</effect>
 		</for>
@@ -79,7 +79,7 @@
 			<player level="78" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="250" />
 			</effect>
 		</for>
@@ -131,7 +131,7 @@
 			<player levelRange="61;75" />
 		</cond>
 		<for>
-			<effect name="Heal" noicon="1" val="1900" />
+			<effect name="Heal" val="1900" />
 		</for>
 	</skill>
 	<skill id="2908" levels="5" name="Battlefield Use Secret Medicine of Mind">
@@ -145,7 +145,7 @@
 			<player levelRange="61;75" />
 		</cond>
 		<for>
-			<effect name="ManaHeal" noicon="1" val="360" />
+			<effect name="ManaHeal" val="360" />
 		</for>
 	</skill>
 	<skill id="2909" levels="5" name="Battlefield Use Secret Medicine of Will">
@@ -159,7 +159,7 @@
 			<player levelRange="61;75" />
 		</cond>
 		<for>
-			<effect name="CpHeal" noicon="1" val="360" />
+			<effect name="CpHeal" val="360" />
 		</for>
 	</skill>
 	<skill id="2910" levels="1" name="Skull Key of Pain">
@@ -202,7 +202,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="#npcId" npcCount="1" />
 			</effect>
 		</for>
@@ -225,7 +225,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="89417" y="-44506" z="-2136" />
 			</effect>
 		</for>
@@ -257,7 +257,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2918" levels="1" name="Small Staccato Silk Cocoon">
@@ -278,7 +278,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2919" levels="1" name="Ancient Parchment">
@@ -299,7 +299,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2920" levels="1" name="Titan's Ancient Book">
@@ -320,7 +320,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2921" levels="1" name="Gludio Supply Box - magic pin">
@@ -341,7 +341,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2922" levels="1" name="Dion supply box - magic pin">
@@ -362,7 +362,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2923" levels="1" name="Giran supply box - magic pin">
@@ -383,7 +383,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2924" levels="1" name="Oren supply box - magic pin">
@@ -404,7 +404,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2925" levels="1" name="Aden supply box - magic pin">
@@ -425,7 +425,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2926" levels="1" name="Innadril supply box - magic pin">
@@ -446,7 +446,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2927" levels="1" name="Goddard supply box - magic pin">
@@ -467,7 +467,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2928" levels="1" name="Rune supply box - magic pin">
@@ -488,7 +488,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2929" levels="1" name="Schuttgart supply box - magic pin">
@@ -509,7 +509,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2930" levels="1" name="Gludio supply box - magic pouch">
@@ -530,7 +530,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2931" levels="1" name="Dion supply box - magic pouch">
@@ -551,7 +551,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2932" levels="1" name="Giran supply box - magic pouch">
@@ -572,7 +572,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2933" levels="1" name="Oren supply box - magic pouch">
@@ -593,7 +593,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2934" levels="1" name="Aden supply box - magic pouch">
@@ -614,7 +614,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2935" levels="1" name="Innadril supply box - magic pouch">
@@ -635,7 +635,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2936" levels="1" name="Goddard supply box - magic pouch">
@@ -656,7 +656,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2937" levels="1" name="Rune supply box - magic pouch">
@@ -677,7 +677,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2938" levels="1" name="Schuttgart supply box - magic pouch">
@@ -698,7 +698,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2939" levels="1" name="Gludio supply box - belt">
@@ -719,7 +719,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2940" levels="1" name="Dion supply box - belt">
@@ -740,7 +740,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2941" levels="1" name="Giran supply box - belt">
@@ -761,7 +761,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2942" levels="1" name="Oren supply box - belt">
@@ -782,7 +782,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2943" levels="1" name="Aden supply box - belt">
@@ -803,7 +803,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2944" levels="1" name="Innadril supply box - belt">
@@ -824,7 +824,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2945" levels="1" name="Goddard supply box - belt">
@@ -845,7 +845,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2946" levels="1" name="Rune supply box - belt">
@@ -866,7 +866,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2947" levels="1" name="Schuttgart supply box - belt">
@@ -887,7 +887,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2948" levels="1" name="Gludio Supply Box - magic pin">
@@ -908,7 +908,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2949" levels="1" name="Dion supply box - magic pin">
@@ -929,7 +929,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2950" levels="1" name="Giran supply box - magic pin">
@@ -950,7 +950,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2951" levels="1" name="Oren supply box - magic pin">
@@ -971,7 +971,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2952" levels="1" name="Aden supply box - magic pin">
@@ -992,7 +992,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2953" levels="1" name="Innadril supply box - magic pin">
@@ -1013,7 +1013,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2954" levels="1" name="Goddard supply box - magic pin">
@@ -1034,7 +1034,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2955" levels="1" name="Rune supply box - magic pin">
@@ -1055,7 +1055,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2956" levels="1" name="Schuttgart supply box - magic pin">
@@ -1076,7 +1076,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2957" levels="1" name="Gludio supply box - magic pouch">
@@ -1097,7 +1097,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2958" levels="1" name="Dion supply box - magic pouch">
@@ -1118,7 +1118,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2959" levels="1" name="Giran supply box - magic pouch">
@@ -1139,7 +1139,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2960" levels="1" name="Oren supply box - magic pouch">
@@ -1160,7 +1160,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2961" levels="1" name="Aden supply box - magic pouch">
@@ -1181,7 +1181,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2962" levels="1" name="Innadril supply box - magic pouch">
@@ -1202,7 +1202,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2963" levels="1" name="Goddard supply box - magic pouch">
@@ -1223,7 +1223,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2964" levels="1" name="Rune supply box - magic pouch">
@@ -1244,7 +1244,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2965" levels="1" name="Schuttgart supply box - magic pouch">
@@ -1265,7 +1265,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2966" levels="1" name="Gludio supply box - belt">
@@ -1286,7 +1286,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2967" levels="1" name="Dion supply box - belt">
@@ -1307,7 +1307,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2968" levels="1" name="Giran supply box - belt">
@@ -1328,7 +1328,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2969" levels="1" name="Oren supply box - belt">
@@ -1349,7 +1349,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2970" levels="1" name="Aden supply box - belt">
@@ -1370,7 +1370,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2971" levels="1" name="Innadril supply box - belt">
@@ -1391,7 +1391,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2972" levels="1" name="Goddard supply box - belt">
@@ -1412,7 +1412,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2973" levels="1" name="Rune supply box - belt">
@@ -1433,7 +1433,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2974" levels="1" name="Schuttgart supply box - belt">
@@ -1454,7 +1454,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2975" levels="1" name="Gludio supply box - magic rune clip">
@@ -1475,7 +1475,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2976" levels="1" name="Dion supply box - magic rune clip">
@@ -1496,7 +1496,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2977" levels="1" name="Giran supply box - magic rune clip">
@@ -1517,7 +1517,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2978" levels="1" name="Oren supply box - magic rune clip">
@@ -1538,7 +1538,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2979" levels="1" name="Aden supply box - magic rune clip">
@@ -1559,7 +1559,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2980" levels="1" name="Innadril supply box - magic rune clip">
@@ -1580,7 +1580,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2981" levels="1" name="Goddard supply box - magic rune clip">
@@ -1601,7 +1601,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2982" levels="1" name="Rune supply box - magic rune clip">
@@ -1622,7 +1622,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2983" levels="1" name="Schuttgart supply box - magic rune clip">
@@ -1643,7 +1643,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2984" levels="1" name="Gludio supply box - magic ornament">
@@ -1664,7 +1664,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2985" levels="1" name="Dion supply box - magic ornament">
@@ -1685,7 +1685,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2986" levels="1" name="Giran supply box - magic ornament">
@@ -1706,7 +1706,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2987" levels="1" name="Oren supply box - magic ornament">
@@ -1727,7 +1727,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2988" levels="1" name="Aden supply box - magic ornament">
@@ -1748,7 +1748,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2989" levels="1" name="Innadril supply box - magic ornament">
@@ -1769,7 +1769,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2990" levels="1" name="Goddard supply box - magic ornament">
@@ -1790,7 +1790,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2991" levels="1" name="Rune supply box - magic ornament">
@@ -1811,7 +1811,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2992" levels="1" name="Schuttgart supply box - magic ornament">
@@ -1832,7 +1832,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="2993" levels="1" name="Ancient herb - Deceiver">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/03000-03099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/03000-03099.xml
index ba1fa73e3325bb983d1e4189e9638205650635d0..6446b78b86d260190bf1285b8b322cab809dab1b 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/03000-03099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/03000-03099.xml
@@ -168,7 +168,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="3018" levels="6" name="Special Ability: Back Blow">
@@ -261,7 +261,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="#absorbPart" />
+			<effect name="HpDrain" val="#absorbPart" />
 		</for>
 	</skill>
 	<skill id="3023" levels="6" name="Special Ability: Critical Damage">
@@ -510,7 +510,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="#absorbPart" />
+			<effect name="HpDrain" val="#absorbPart" />
 		</for>
 	</skill>
 	<skill id="3040" levels="6" name="Special Ability: Critical Poison">
@@ -686,7 +686,7 @@
 		<set name="power" val="8.39" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3050" levels="2" name="Special Ability: Focus">
@@ -864,7 +864,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.65" />
+			<effect name="HpDrain" val="0.65" />
 		</for>
 	</skill>
 	<skill id="3060" levels="2" name="Special Ability: Critical Drain">
@@ -879,7 +879,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.35" />
+			<effect name="HpDrain" val="0.35" />
 		</for>
 	</skill>
 	<skill id="3061" levels="3" name="Special Ability: Critical Poison">
@@ -1046,7 +1046,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="3071" levels="2" name="Special Ability: Rsk. Focus">
@@ -1117,7 +1117,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
+			<effect name="Mute" />
 		</for>
 	</skill>
 	<skill id="3075" levels="2" name="Special Ability: Magic Paralyze">
@@ -1140,7 +1140,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" chanceType="ON_EXIT" triggeredId="6126">
+			<effect name="ChanceSkillTrigger" chanceType="ON_EXIT" triggeredId="6126">
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<mul order="0x30" stat="mAtkSpd" val="0.5" />
@@ -1193,7 +1193,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
+			<effect name="Mute" />
 		</for>
 	</skill>
 	<skill id="3079" levels="6" name="Special Ability: Magic Paralyze">
@@ -1217,7 +1217,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" chanceType="ON_EXIT" triggeredId="6126">
+			<effect name="ChanceSkillTrigger" chanceType="ON_EXIT" triggeredId="6126">
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<mul order="0x30" stat="mAtkSpd" val="0.5" />
@@ -1239,7 +1239,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TargetMeProbability" noicon="1" val="0">
+			<effect name="TargetMeProbability">
 				<param chance="40" />
 			</effect>
 		</for>
@@ -1273,7 +1273,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 	<skill id="3083" levels="10" name="Item Skill: Slow">
@@ -1422,7 +1422,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Petrification" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="3090" levels="10" name="Item Skill: Fear">
@@ -1548,7 +1548,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 	<skill id="3096" levels="10" name="Item Skill: Slow">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/03100-03199.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/03100-03199.xml
index fe974427ce51f92f90099da66971ca936a20ed2d..5e5e3aba0f25dbaa986d1c68436807441d915741 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/03100-03199.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/03100-03199.xml
@@ -207,7 +207,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TargetMeProbability" noicon="1" val="0">
+			<effect name="TargetMeProbability">
 				<param chance="40" />
 			</effect>
 		</for>
@@ -227,7 +227,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="AddHate" noicon="1" val="#power" />
+			<effect name="AddHate" val="#power" />
 		</for>
 	</skill>
 	<skill id="3110" levels="10" name="Item Skill: Mana Burn">
@@ -244,7 +244,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 	<skill id="3111" levels="10" name="Item Skill: Slow">
@@ -541,7 +541,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="3124" levels="10" name="Item Skill: Blessed Body">
@@ -565,7 +565,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxHp" val="#maxHp" />
 			</effect>
 		</for>
@@ -590,10 +590,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x40" stat="maxHp" val="1.03" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="3" />
+			<effect name="HealPercent" val="3" />
 		</for>
 	</skill>
 	<skill id="3126" levels="10" name="Item Skill: Prayer">
@@ -617,7 +617,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="healEffect" val="#healEffect" />
 			</effect>
 		</for>
@@ -641,7 +641,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ManaHealByLevel" noicon="1" val="#amount" />
+			<effect name="ManaHealByLevel" val="#amount" />
 		</for>
 	</skill>
 	<skill id="3128" levels="10" name="Item Skill: Blessed Soul">
@@ -665,7 +665,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxMp" val="#maxMp" />
 			</effect>
 		</for>
@@ -691,7 +691,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="manaCharge" val="#manaCharge" />
 			</effect>
 		</for>
@@ -713,7 +713,7 @@
 		<set name="reuseDelay" val="300000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="CpHeal" noicon="1" val="#amount" />
+			<effect name="CpHeal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="3131" levels="10" name="Item Skill: Cheer">
@@ -737,7 +737,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxCp" val="#maxCp" />
 			</effect>
 		</for>
@@ -763,7 +763,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -789,7 +789,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mAtk" val="#mAtk" />
 			</effect>
 		</for>
@@ -814,7 +814,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pvpPhysDmg" val="1.05" />
 				<mul order="0x30" stat="pvpPhysSkillsDmg" val="1.05" />
 			</effect>
@@ -841,7 +841,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -867,7 +867,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mDef" val="#mDef" />
 			</effect>
 		</for>
@@ -898,7 +898,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pvpPhysDmg" val="0.95" />
 				<mul order="0x30" stat="pvpPhysSkillsDmg" val="0.95" />
 			</effect>
@@ -925,7 +925,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="healEffect" val="#healEffect" />
 			</effect>
 		</for>
@@ -951,7 +951,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="#rEvas" />
 			</effect>
 		</for>
@@ -977,7 +977,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
@@ -1003,7 +1003,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 			</effect>
 		</for>
@@ -1029,7 +1029,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="#mCritRate" />
 			</effect>
 		</for>
@@ -1054,7 +1054,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="breath" val="6" />
 			</effect>
 		</for>
@@ -1080,7 +1080,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="fall" val="100" />
 			</effect>
 		</for>
@@ -1107,7 +1107,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="damageZoneVuln" val="#damageZoneVuln" />
 			</effect>
 		</for>
@@ -1131,7 +1131,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -1155,7 +1155,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -1181,7 +1181,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="#absorbDam" /> <!-- absorb HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -1203,7 +1203,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TargetMeProbability" noicon="1" val="0">
+			<effect name="TargetMeProbability">
 				<param chance="40" />
 			</effect>
 		</for>
@@ -1227,7 +1227,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="AddHate" noicon="1" val="#power" />
+			<effect name="AddHate" val="#power" />
 		</for>
 	</skill>
 	<skill id="3151" levels="10" name="Item Skill: Peace">
@@ -1247,7 +1247,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="DeleteHate" noicon="1" val="0">
+			<effect name="DeleteHate">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -1267,7 +1267,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -1295,7 +1295,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.4" />
+			<effect name="HpDrain" val="0.4" />
 		</for>
 	</skill>
 	<skill id="3154" levels="10" name="Item Skill: Mana Burn">
@@ -1319,7 +1319,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 	<skill id="3155" levels="10" name="Item Skill: Unlock">
@@ -1378,7 +1378,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
+			<effect name="Invincible" special="invincible" />
 		</for>
 	</skill>
 	<skill id="3159" levels="3" name="Item Skill: Stealth">
@@ -1400,7 +1400,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SilentMove" val="0">
+			<effect name="SilentMove">
 				<sub order="0x40" stat="rEvas" val="#rEvas" />
 				<mul order="0x30" stat="pDef" val="#amount" />
 				<mul order="0x30" stat="mDef" val="#amount" />
@@ -1428,7 +1428,7 @@
 		<set name="reuseDelay" val="300000" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="#power" />
 			</effect>
 		</for>
@@ -1454,7 +1454,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="#PhysicalMpConsumeRate" />
 			</effect>
 		</for>
@@ -1480,7 +1480,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="#MagicalMpConsumeRate" />
 			</effect>
 		</for>
@@ -1506,7 +1506,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="DanceMpConsumeRate" val="#DanceMpConsumeRate" />
 			</effect>
 		</for>
@@ -1533,7 +1533,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="#PhysicalMpConsumeRate" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="#MagicalMpConsumeRate" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.9" />
@@ -1563,7 +1563,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3167" levels="10" name="Item Skill: Hydro Blast">
@@ -1589,7 +1589,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3168" levels="10" name="Item Skill: Hurricane">
@@ -1615,7 +1615,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3169" levels="10" name="Item Skill: Stone">
@@ -1641,7 +1641,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3170" levels="10" name="Item Skill: Solar Flare">
@@ -1667,7 +1667,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3171" levels="10" name="Item Skill: Shadow Flare">
@@ -1693,7 +1693,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3172" levels="10" name="Item Skill: Aura Flare">
@@ -1717,7 +1717,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3173" levels="10" name="Item Skill: Prominence">
@@ -1745,7 +1745,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3174" levels="10" name="Item Skill: Hydro Blast">
@@ -1773,7 +1773,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3175" levels="10" name="Item Skill: Hurricane">
@@ -1801,7 +1801,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3176" levels="10" name="Item Skill: Stone">
@@ -1829,7 +1829,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3177" levels="10" name="Item Skill: Solar Flare">
@@ -1857,7 +1857,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3178" levels="10" name="Item Skill: Shadow Flare">
@@ -1885,7 +1885,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3179" levels="10" name="Item Skill: Aura Flare">
@@ -1911,7 +1911,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3180" levels="10" name="Item Skill: Prominence">
@@ -1937,7 +1937,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3181" levels="10" name="Item Skill: Hydro Blast">
@@ -1963,7 +1963,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3182" levels="10" name="Item Skill: Hurricane">
@@ -1989,7 +1989,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3183" levels="10" name="Item Skill: Stone">
@@ -2015,7 +2015,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3184" levels="10" name="Item Skill: Solar Flare">
@@ -2041,7 +2041,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3185" levels="10" name="Item Skill: Shadow Flare">
@@ -2067,7 +2067,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3186" levels="10" name="Item Skill: Aura Flare">
@@ -2091,7 +2091,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3187" levels="10" name="Item Skill: Slow">
@@ -2122,7 +2122,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -2155,7 +2155,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 			</effect>
 		</for>
@@ -2187,7 +2187,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="3190" levels="10" name="Item Skill: Hold">
@@ -2218,7 +2218,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="3191" levels="10" name="Item Skill: Sleep">
@@ -2250,7 +2250,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SLEEP" />
 		<for>
-			<effect name="Sleep" val="0" />
+			<effect name="Sleep" />
 		</for>
 	</skill>
 	<skill id="3192" levels="10" name="Item Skill: Paralyze">
@@ -2283,7 +2283,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" chanceType="ON_EXIT" triggeredId="6126">
+			<effect name="ChanceSkillTrigger" chanceType="ON_EXIT" triggeredId="6126">
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<mul order="0x30" stat="mAtkSpd" val="0.5" />
@@ -2321,7 +2321,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Petrification" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="3194" levels="10" name="Item Skill: Fear">
@@ -2351,7 +2351,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="3195" levels="10" name="Item Skill: Poison">
@@ -2448,7 +2448,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
+			<effect name="Mute" />
 		</for>
 	</skill>
 	<skill id="3198" levels="10" name="Item Skill: Doom">
@@ -2479,8 +2479,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
-			<effect name="PhysicalMute" noicon="1" val="0" />
+			<effect name="Mute" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="3199" levels="3" name="Item Skill: Skill Refresh">
@@ -2503,7 +2503,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pReuse" val="0.85" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/03200-03299.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/03200-03299.xml
index a2c9b78a4395e34f7c820e328d4e6774b4ab9241..760f96d5a5b7b1878cad65f823cbc5e19d394646 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/03200-03299.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/03200-03299.xml
@@ -20,7 +20,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mReuse" val="0.85" />
 			</effect>
 		</for>
@@ -45,7 +45,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pReuse" val="0.85" />
 			</effect>
 		</for>
@@ -70,7 +70,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mReuse" val="0.85" />
 				<mul order="0x30" stat="pReuse" val="0.85" />
 			</effect>
@@ -91,7 +91,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="3204" levels="3" name="Item Skill: Reflect Damage">
@@ -116,7 +116,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="#reflectDam" />
 			</effect>
 		</for>
@@ -145,7 +145,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -168,7 +168,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -186,7 +186,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -204,7 +204,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -222,7 +222,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -240,7 +240,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -258,7 +258,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -276,7 +276,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -294,7 +294,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -312,7 +312,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -330,7 +330,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -347,7 +347,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -365,7 +365,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -383,7 +383,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -401,7 +401,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -419,7 +419,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -437,7 +437,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -455,7 +455,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -473,7 +473,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -491,7 +491,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="1" />
@@ -509,7 +509,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -527,7 +527,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="4" />
@@ -545,7 +545,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="4" />
@@ -563,7 +563,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="4" />
@@ -581,7 +581,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="4" />
@@ -599,7 +599,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="4" />
@@ -617,7 +617,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="4" />
@@ -635,7 +635,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="4" />
@@ -653,7 +653,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="4" />
@@ -671,7 +671,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="4" />
@@ -689,7 +689,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="4" />
@@ -707,7 +707,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="4" />
@@ -978,7 +978,7 @@
 			<target npcId="13031,13032,13033,13034,13035,13120,13121,13122,13123,13124" />
 		</cond>
 		<for>
-			<effect name="StaticDamage" noicon="1" val="100" />
+			<effect name="StaticDamage" val="100" />
 		</for>
 	</skill>
 	<skill id="3261" levels="1" name="Forgiveness">
@@ -1014,7 +1014,7 @@
 			<target npcId="13031,13032,13033,13034,13035,13120,13121,13122,13123,13124" />
 		</cond>
 		<for>
-			<effect name="StaticDamage" noicon="1" val="200" />
+			<effect name="StaticDamage" val="200" />
 		</for>
 	</skill>
 	<skill id="3263" levels="1" name="Blessed Resurrection">
@@ -1031,7 +1031,7 @@
 		<set name="reuseDelay" val="1800000" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -1055,7 +1055,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -1073,7 +1073,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="3266" levels="1" name="Large Fireworks Ability">
@@ -1096,7 +1096,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="UnsummonAgathion" noicon="1" val="0" />
+			<effect name="UnsummonAgathion" />
 		</for>
 	</skill>
 	<skill id="3268" levels="1" name="Summon Agathion - Castle">
@@ -1109,7 +1109,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="3269" levels="1" name="Summon Agathion - Rainbow Clan Hall">
@@ -1122,7 +1122,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="3270" levels="1" name="Summon Agathion - Beast Farm">
@@ -1135,7 +1135,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="3271" levels="1" name="Blue Talisman of Power">
@@ -1155,7 +1155,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="63" />
 			</effect>
 		</for>
@@ -1177,7 +1177,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pDef" val="72" />
 			</effect>
 		</for>
@@ -1195,8 +1195,8 @@
 		<set name="reuseDelay" val="300000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="200" />
-			<effect name="CpHeal" noicon="1" val="200" />
+			<effect name="Heal" val="200" />
+			<effect name="CpHeal" val="200" />
 		</for>
 	</skill>
 	<skill id="3274" levels="1" name="Blue Talisman of Protection">
@@ -1216,7 +1216,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="sDef" val="220" />
 			</effect>
 		</for>
@@ -1238,7 +1238,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="1.3" />
 			</effect>
 		</for>
@@ -1260,7 +1260,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mDef" val="100" />
 			</effect>
 		</for>
@@ -1282,7 +1282,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="2" />
 			</effect>
 		</for>
@@ -1304,7 +1304,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regMp" val="1.1" />
 			</effect>
 		</for>
@@ -1327,10 +1327,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Paralyze" val="0">
+			<effect name="Paralyze">
 				<mul order="0x30" stat="pDef" val="0.1" />
 			</effect>
-			<effect name="ManaHealOverTime" noicon="1" ticks="3" val="27" />
+			<effect name="ManaHealOverTime" ticks="3" val="27" />
 		</for>
 	</skill>
 	<skill id="3280" levels="1" name="Blue Talisman of Invisibility">
@@ -1350,7 +1350,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SilentMove" abnormalVisualEffect="stealth" val="0">
+			<effect name="SilentMove" abnormalVisualEffect="stealth">
 				<mul order="0x30" stat="runSpd" val="0.6" />
 			</effect>
 		</for>
@@ -1372,7 +1372,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.96" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.9" />
@@ -1396,7 +1396,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0" />
@@ -1420,7 +1420,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="healEffect" val="100" />
 			</effect>
 		</for>
@@ -1442,7 +1442,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pDef" val="3600" />
 				<add order="0x40" stat="mDef" val="2700" />
 			</effect>
@@ -1465,7 +1465,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="8.7" />
 				<add order="0x40" stat="pAtkSpd" val="4" />
 				<add order="0x40" stat="mAtk" val="10.1" />
@@ -1490,7 +1490,7 @@
 		<set name="reuseDelay" val="360000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="BLEEDING,9" />
 			</effect>
 		</for>
@@ -1508,7 +1508,7 @@
 		<set name="reuseDelay" val="360000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="ROOT_PHYSICALLY,9" />
 			</effect>
 		</for>
@@ -1526,7 +1526,7 @@
 		<set name="reuseDelay" val="360000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="ROOT_MAGICALLY,9" />
 			</effect>
 		</for>
@@ -1544,7 +1544,7 @@
 		<set name="reuseDelay" val="360000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="ROOT_PHYSICALLY,3;ROOT_MAGICALLY,3" />
 			</effect>
 		</for>
@@ -1562,7 +1562,7 @@
 		<set name="reuseDelay" val="360000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SILENCE_PHYSICAL,9" />
 			</effect>
 		</for>
@@ -1580,7 +1580,7 @@
 		<set name="reuseDelay" val="360000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SILENCE,9" />
 			</effect>
 		</for>
@@ -1598,7 +1598,7 @@
 		<set name="reuseDelay" val="360000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SILENCE_ALL,9" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/03300-03399.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/03300-03399.xml
index 6c02fd202b8655a6ffc65f1ae5739414b39dc45b..d5b61ea6487b8ce8c64f27383694e4dfeaf863fe 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/03300-03399.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/03300-03399.xml
@@ -37,7 +37,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="10" />
 			</effect>
 		</for>
@@ -49,7 +49,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="10" />
 			</effect>
 		</for>
@@ -61,7 +61,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="10" />
 			</effect>
 		</for>
@@ -73,7 +73,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="10" />
 			</effect>
 		</for>
@@ -85,7 +85,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="10" />
 			</effect>
 		</for>
@@ -97,7 +97,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="10" />
 			</effect>
 		</for>
@@ -209,7 +209,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param GUST="100" />
 			</effect>
 		</for>
@@ -242,7 +242,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="2" />
 				<mul order="0x30" stat="critDamEvas" val="1.05" />
 			</effect>
@@ -316,7 +316,7 @@
 		<set name="reuseDelay" val="60000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="3329" levels="1" name="Power Slash">
@@ -335,7 +335,7 @@
 		<set name="reuseDelay" val="60000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="3330" levels="1" name="Air Blade">
@@ -356,7 +356,7 @@
 		<set name="reuseDelay" val="60000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="3331" levels="1" name="Enslave">
@@ -380,7 +380,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.05" />
+			<effect name="HpDrain" val="0.05" />
 		</for>
 	</skill>
 	<skill id="3332" levels="1" name="Orange Talisman - Hot Springs Recovery">
@@ -404,7 +404,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="10166" itemCount="1" />
 			</effect>
 		</for>
@@ -430,7 +430,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="8626" itemCount="1" />
 			</effect>
 		</for>
@@ -456,7 +456,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="8632" itemCount="1" />
 			</effect>
 		</for>
@@ -497,7 +497,7 @@
 		</cond>
 		<for>
 			<effect name="Transformation" val="103" />
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="BIG_HEAD,9" />
 			</effect>
 		</for>
@@ -594,7 +594,7 @@
 			<mul order="0x30" stat="healEffect" val="1.03" /> <!-- Received Increased Heal +3% -->
 			<add order="0x40" stat="darkRes" val="8" /> <!-- Darkness resistance is increased +8 -->
 			<add order="0x10" stat="cloak" val="1" /> <!-- Opens cloak slot -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="13" />
 			</effect>
 		</for>
@@ -654,7 +654,7 @@
 			<mul order="0x30" stat="pAtkSpd" val="1.0266" /> <!-- Atk. Spd. are increased +2.66% -->
 			<add order="0x40" stat="darkRes" val="8" /> <!-- Dark resistance +8 -->
 			<add order="0x10" stat="cloak" val="1" /> <!-- Opens cloak slot -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="13" />
 			</effect>
 		</for>
@@ -790,7 +790,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="3362" levels="1" name="Traits Strengthen Necklace">
@@ -816,7 +816,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="18" />
 			</effect>
 		</for>
@@ -826,7 +826,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="8" />
 			</effect>
 		</for>
@@ -836,7 +836,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="12" />
 			</effect>
 		</for>
@@ -864,7 +864,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="11" />
 			</effect>
 		</for>
@@ -874,7 +874,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="5" />
 			</effect>
 		</for>
@@ -884,7 +884,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="8" />
 			</effect>
 		</for>
@@ -912,7 +912,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="16" />
 			</effect>
 		</for>
@@ -922,7 +922,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="7" />
 			</effect>
 		</for>
@@ -932,7 +932,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="11" />
 			</effect>
 		</for>
@@ -960,7 +960,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="9" />
 			</effect>
 		</for>
@@ -970,7 +970,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="4" />
 			</effect>
 		</for>
@@ -980,7 +980,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="6" />
 			</effect>
 		</for>
@@ -1008,7 +1008,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="18" />
 			</effect>
 		</for>
@@ -1018,7 +1018,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="8" />
 			</effect>
 		</for>
@@ -1028,7 +1028,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="12" />
 			</effect>
 		</for>
@@ -1056,7 +1056,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="18" />
 			</effect>
 		</for>
@@ -1066,7 +1066,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="8" />
 			</effect>
 		</for>
@@ -1076,7 +1076,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="12" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/03400-03499.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/03400-03499.xml
index ff3180c64f673e9caabfda659b6334af17c39713..74981dbb501ad3fc30101b3c7cfd3e1f25cfab24 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/03400-03499.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/03400-03499.xml
@@ -6,7 +6,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="6" />
 			</effect>
 		</for>
@@ -16,7 +16,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="9" />
 			</effect>
 		</for>
@@ -26,7 +26,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="4" />
 			</effect>
 		</for>
@@ -36,7 +36,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="6" />
 			</effect>
 		</for>
@@ -60,7 +60,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="3405" levels="1" name="Large Firecracker Effect">
@@ -93,7 +93,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SilentMove" abnormalVisualEffect="stealth" val="0">
+			<effect name="SilentMove" abnormalVisualEffect="stealth">
 				<mul order="0x30" stat="runSpd" val="0.6" />
 			</effect>
 		</for>
@@ -115,7 +115,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -132,7 +132,7 @@
 		<set name="reuseDelay" val="300000" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -152,7 +152,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="10" />
 			</effect>
 		</for>
@@ -318,7 +318,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="3424" levels="1" name="Little Devil Agathion - Summon (or Release)">
@@ -331,7 +331,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="3425" levels="1" name="Rudolph Agathion - Summon (or Release)">
@@ -344,7 +344,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="3426" levels="1" name="Maximum Ability">
@@ -354,7 +354,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="5" chanceType="ON_HIT" triggeredId="5547" />
+			<effect name="ChanceSkillTrigger" activationChance="5" chanceType="ON_HIT" triggeredId="5547" />
 		</for>
 	</skill>
 	<skill id="3427" levels="1" name="Special Ability: Infinity Rapier">
@@ -367,7 +367,7 @@
 			<mul order="0x30" stat="maxHp" val="1.25" /> <!-- HP +25% -->
 			<mul order="0x30" stat="maxMp" val="1.3" /> <!-- MP +30% -->
 			<mul order="0x30" stat="maxCp" val="1.5" /> <!-- CP +50% -->
-			<effect name="ChanceSkillTrigger" val="0" activationChance="5" chanceType="ON_HIT" triggeredId="5547" />
+			<effect name="ChanceSkillTrigger" activationChance="5" chanceType="ON_HIT" triggeredId="5547" />
 			<!-- NOTE: PvP extra damage is increased in H5, values unconfirmed -->
 			<mul order="0x30" stat="pvpPhysDmg" val="1.1" /> <!-- PVP Damage Bonus +10% -->
 			<mul order="0x30" stat="pvpMagicalDmg" val="1.1" /> <!-- PVP Damage Bonus +10% -->
@@ -392,7 +392,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.2" />
 				<mul order="0x30" stat="pAtkSpd" val="1.1" />
 			</effect>
@@ -408,8 +408,8 @@
 		<set name="reuseDelay" val="1800000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
-			<effect name="ManaHealPercent" noicon="1" val="100" />
+			<effect name="HealPercent" val="100" />
+			<effect name="ManaHealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="3430" levels="1" name="White Talisman - Darkness">
@@ -429,7 +429,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="50" />
 			</effect>
 		</for>
@@ -451,7 +451,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="windRes" val="50" />
 			</effect>
 		</for>
@@ -473,7 +473,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterRes" val="50" />
 			</effect>
 		</for>
@@ -495,7 +495,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="fireRes" val="50" />
 			</effect>
 		</for>
@@ -517,7 +517,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="earthRes" val="50" />
 			</effect>
 		</for>
@@ -539,7 +539,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="holyRes" val="50" />
 			</effect>
 		</for>
@@ -558,7 +558,7 @@
 		<set name="power" val="200" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="3437" levels="1" name="Blue Talisman - Magic Explosive Power">
@@ -578,7 +578,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="4" />
 				<mul order="0x30" stat="mAtk" val="1.55" />
 			</effect>
@@ -601,7 +601,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="healEffect" val="1000" />
 			</effect>
 		</for>
@@ -1031,7 +1031,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="9.4" />
 			</effect>
 		</for>
@@ -1053,7 +1053,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="sDef" val="63" />
 			</effect>
 		</for>
@@ -1141,8 +1141,8 @@
 		<set name="reuseDelay" val="300000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="100" />
-			<effect name="CpHeal" noicon="1" val="100" />
+			<effect name="Heal" val="100" />
+			<effect name="CpHeal" val="100" />
 		</for>
 	</skill>
 	<skill id="3497" levels="1" name="Yellow Talisman of MP Regeneration">
@@ -1174,7 +1174,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="TRANSFORM,9" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/03500-03599.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/03500-03599.xml
index aa93e256c3416087bd26237be8af289b530f1abc..d67dd64934d891d1bb9b2db3c37b0c9759655439 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/03500-03599.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/03500-03599.xml
@@ -25,7 +25,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="20" />
 			</effect>
 		</for>
@@ -92,7 +92,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param DAGGER="6" />
 				<param DUALDAGGER="6" />
 			</effect>
@@ -266,7 +266,7 @@
 			<add order="0x40" stat="breath" val="200" /> <!-- Breath Gauge increased +200 -->
 			<mul order="0x30" stat="pAtk" val="1.027" /> <!-- P. Atk. +2.7% -->
 			<mul order="0x30" stat="regMp" val="1.025" /> <!-- MP Regeneration +2.5% -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="20" />
 			</effect>
 		</for>
@@ -299,7 +299,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="healEffect" val="1.04" /> <!-- Heal +4% -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="50" />
 			</effect>
 		</for>
@@ -312,7 +312,7 @@
 		<for>
 			<mul order="0x30" stat="pAtkSpd" val="1.08" /> <!-- Atk. Spd. +8% -->
 			<add order="0x40" stat="weightPenalty" val="5759" /> <!-- Point at which a weight penalty is applied +5759 -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="80" />
 				<param BLEED="80" />
 			</effect>
@@ -326,7 +326,7 @@
 		<for>
 			<mul order="0x30" stat="pAtkSpd" val="1.04" /> <!-- Atk. Spd. +4% -->
 			<mul order="0x30" stat="pAtk" val="1.04" /> <!-- P. Atk. +4% -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="50" />
 			</effect>
 		</for>
@@ -339,7 +339,7 @@
 		<for>
 			<mul order="0x30" stat="regMp" val="1.08" /> <!-- MP Regeneration +8% -->
 			<add order="0x40" stat="maxMp" val="222" /> <!-- MP +222 -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="80" />
 				<param BLEED="80" />
 			</effect>
@@ -353,7 +353,7 @@
 		<for>
 			<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- Casting Spd. +15% -->
 			<mul order="0x30" stat="mDef" val="1.08" /> <!-- M. Def. +8% -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="80" />
 				<param BLEED="80" />
 			</effect>
@@ -369,7 +369,7 @@
 			<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- Casting Spd. +15% -->
 			<add order="0x40" stat="runSpd" val="7" /> <!-- Speed +7 -->
 			<sub order="0x40" stat="cancel" val="50" /> <!-- Small decrease in chance of spell interruption -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="50" />
 			</effect>
 		</for>
@@ -381,7 +381,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="pAtk" val="1.04" /> <!-- P. Atk. +4% -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="70" />
 				<param HOLD="70" />
 			</effect>
@@ -395,7 +395,7 @@
 		<for>
 			<mul order="0x30" stat="pAtk" val="1.04" /> <!-- P. Atk. +4% -->
 			<add order="0x40" stat="accCombat" val="3.1" /> <!-- Accuracy +3.1 -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 			</effect>
 		</for>
@@ -408,7 +408,7 @@
 		<for>
 			<mul order="0x30" stat="mDef" val="1.04" /> <!-- M. Def. +4% -->
 			<add order="0x40" stat="absorbDam" val="3" /> <!-- Restores 3% of melee damage inflicted on the enemy to oneself -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="70" />
 				<param HOLD="70" />
 			</effect>
@@ -425,7 +425,7 @@
 			</mul>
 			<add order="0x40" stat="maxMp" val="240" /> <!-- MP +240 -->
 			<add order="0x40" stat="weightPenalty" val="5759" /> <!-- Point at which a weight penalty is applied +5759 -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 			</effect>
 		</for>
@@ -438,7 +438,7 @@
 		<for>
 			<mul order="0x30" stat="regMp" val="1.04" /> <!-- MP Regeneration +4% -->
 			<mul order="0x30" stat="mAtk" val="1.08" /> <!-- M. Atk. +8% -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="70" />
 				<param HOLD="70" />
 			</effect>
@@ -453,7 +453,7 @@
 			<add order="0x40" stat="maxMp" val="240" /> <!-- MP +240 -->
 			<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- Casting Spd. +15% -->
 			<mul order="0x30" stat="regMp" val="1.08" /> <!-- MP Regeneration +8% -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 			</effect>
 		</for>
@@ -584,7 +584,7 @@
 		<for>
 			<mul order="0x30" stat="pDef" val="1.08" /> <!-- P Def. +8% -->
 			<add order="0x40" stat="maxHp" val="445" /> <!-- Maximum HP +445 -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="70" />
 				<param HOLD="70" />
 			</effect>
@@ -597,7 +597,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="80" />
 				<param BLEED="80" />
 			</effect>
@@ -625,7 +625,7 @@
 			<add order="0x40" stat="runSpd" val="7" /> <!-- Movement Speed +7 -->
 			<sub order="0x40" stat="cancel" val="50" /> <!-- Casting Cancel Probability -50% -->
 			<add order="0x40" stat="weightPenalty" val="5759" /> <!-- Point at which a weight penalty is applied +5759 -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 			</effect>
 		</for>
@@ -646,10 +646,10 @@
 			<mul order="0x30" stat="pReuse" val="0.9" />
 			<mul order="0x30" stat="mReuse" val="0.9" />
 			<add order="0x40" stat="reflectDam" val="5" />
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="40" />
 			</effect>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="40" />
 			</effect>
 		</for>
@@ -667,12 +667,12 @@
 			<mul order="0x30" stat="MagicalMpConsumeRate" val="0.95" />
 			<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.95" />
 			<add order="0x40" stat="absorbDam" val="4" /> <!-- absorb 4% HP from damage inflicted on enemies -->
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="40" />
 				<param SHOCK="30" />
 				<param DERANGEMENT="30" />
 			</effect>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="40" />
 				<param SHOCK="30" />
 				<param DERANGEMENT="30" />
@@ -694,12 +694,12 @@
 			<mul order="0x30" stat="healEffect" val="#healEffect" />
 			<add order="0x40" stat="absorbDam" val="4" />
 			<add order="0x40" stat="darkRes" val="#darkRes" />
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="30" />
 				<param SHOCK="#traits" />
 				<param DERANGEMENT="#traits" />
 			</effect>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="30" />
 				<param SHOCK="#traits" />
 				<param DERANGEMENT="#traits" />
@@ -715,10 +715,10 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="healEffect" val="1.06" />
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="20" />
 			</effect>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="20" />
 			</effect>
 		</for>
@@ -735,11 +735,11 @@
 			<mul order="0x30" stat="cAtk" val="1.15" />
 			<mul order="0x30" stat="pAtkSpd" val="1.04" />
 			<mul order="0x30" stat="mAtkSpd" val="1.04" />
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param POISON="40" />
 				<param HOLD="30" />
 			</effect>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="40" />
 				<param HOLD="30" />
 			</effect>
@@ -755,11 +755,11 @@
 		<for>
 			<add order="0x40" stat="accCombat" val="2" />
 			<mul order="0x30" stat="cAtk" val="1.15" />
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param POISON="30" />
 				<param HOLD="20" />
 			</effect>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="30" />
 				<param HOLD="20" />
 			</effect>
@@ -774,10 +774,10 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<add order="0x40" stat="accCombat" val="1" />
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param POISON="20" />
 			</effect>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="20" />
 			</effect>
 		</for>
@@ -906,7 +906,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="3572" levels="4" name="Special Ability: Critical Damage">
@@ -960,7 +960,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -1015,7 +1015,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="3578" levels="1" name="Special Ability: Infinity Blade">
@@ -1053,7 +1053,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.77" />
 			</effect>
 		</for>
@@ -1084,7 +1084,7 @@
 		<set name="targetType" val="ONE" />
 		<for>
 			<!-- FIXME: this should be "Distrust" effect -->
-			<effect name="Confuse" abnormalTime="20" val="0">
+			<effect name="Confuse" abnormalTime="20">
 				<param chance="20" />
 			</effect>
 		</for>
@@ -1144,7 +1144,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="3585" levels="1" name="Special Ability: Infinity Wing">
@@ -1184,7 +1184,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="PhysicalMute" val="0" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="3587" levels="1" name="Special Ability: Infinity Fang">
@@ -1224,7 +1224,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="3589" levels="1" name="Special Ability: Infinity Stinger">
@@ -1266,7 +1266,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
+			<effect name="Mute" />
 		</for>
 	</skill>
 	<skill id="3591" levels="1" name="Special Ability: Infinity Spear">
@@ -1298,7 +1298,7 @@
 		<set name="targetType" val="ONE" />
 		<for>
 			<!-- NOTE: The Cancel effect have been reduced in H5, value unconfirmed -->
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="5" max="2" />
 			</effect>
 		</for>
@@ -1336,7 +1336,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -1373,7 +1373,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
+			<effect name="HealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="3597" levels="1" name="Special Ability: Infinity Rod">
@@ -1407,7 +1407,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
+			<effect name="HealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="3599" levels="1" name="Polearm Multi-attack">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/03600-03699.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/03600-03699.xml
index e9aa00f63e780b189cf6b33337a0d53faedd3f62..3f81d23d62b7ea7f479fed939d0fff07bc435fde 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/03600-03699.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/03600-03699.xml
@@ -108,14 +108,14 @@
 			<mul order="0x30" stat="mReuse" val="0.95" />
 			<mul order="0x30" stat="pReuse" val="0.95" />
 			<add order="0x40" stat="reflectDam" val="4" />
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param POISON="25" />
 				<param BLEED="25" />
 				<param PARALYZE="15" />
 				<param SHOCK="15" />
 				<param SLEEP="15" />
 			</effect>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="25" />
 				<param BLEED="25" />
 				<param PARALYZE="15" />
@@ -173,7 +173,7 @@
 			<mul order="0x30" stat="PhysicalMpConsumeRate" val="#mpConsumeRate" />
 			<mul order="0x30" stat="MagicalMpConsumeRate" val="#mpConsumeRate" />
 			<mul order="0x30" stat="DanceMpConsumeRate" val="#mpConsumeRate" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="10" />
@@ -198,7 +198,7 @@
 			<mul order="0x30" stat="PhysicalMpConsumeRate" val="#mpConsumeRate" />
 			<mul order="0x30" stat="MagicalMpConsumeRate" val="#mpConsumeRate" />
 			<mul order="0x30" stat="DanceMpConsumeRate" val="#mpConsumeRate" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="10" />
@@ -223,7 +223,7 @@
 			<mul order="0x30" stat="PhysicalMpConsumeRate" val="#mpConsumeRate" />
 			<mul order="0x30" stat="MagicalMpConsumeRate" val="#mpConsumeRate" />
 			<mul order="0x30" stat="DanceMpConsumeRate" val="#mpConsumeRate" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="10" />
@@ -580,7 +580,7 @@
 		<set name="reuseDelay" val="60000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="3631" levels="1" name="Void Flow">
@@ -597,7 +597,7 @@
 		<set name="reuseDelay" val="60000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="3632" levels="1" name="Clan Gate">
@@ -621,8 +621,8 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="ClanGate" val="0" />
-			<effect name="ImmobileBuff" noicon="1" val="0" />
+			<effect name="ClanGate" />
+			<effect name="ImmobileBuff" />
 		</for>
 	</skill>
 	<skill id="3633" levels="2" name="Residential Shock Immunity">
@@ -638,7 +638,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="#trait_shock" />
 			</effect>
 		</for>
@@ -689,7 +689,7 @@
 			<mul order="0x30" stat="healEffect" val="1.04" /> <!-- Heal Capacity +4% -->
 			<add order="0x40" stat="darkRes" val="8" /> <!-- Dark Resistance +8 -->
 			<add order="0x10" stat="cloak" val="1" /> <!-- Opens cloak slot -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="15" />
 			</effect>
 		</for>
@@ -749,7 +749,7 @@
 			<mul order="0x30" stat="pAtkSpd" val="1.0324" /> <!-- Atk. Spd. +3.24% -->
 			<add order="0x40" stat="darkRes" val="8" /> <!-- Dark Resistance +8 -->
 			<add order="0x10" stat="cloak" val="1" /> <!-- Opens cloak slot -->
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="15" />
 			</effect>
 		</for>
@@ -885,10 +885,10 @@
 			<add order="0x40" stat="darkRes" val="30" />
 			<add order="0x40" stat="maxHp" val="105" />
 			<add order="0x40" stat="regMp" val="0.23" />
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="10" />
 			</effect>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="10" />
 			</effect>
 		</for>
@@ -900,7 +900,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="20" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5681" />
+			<effect name="ChanceSkillTrigger" activationChance="20" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5681" />
 		</for>
 	</skill>
 	<skill id="3651" levels="1" name="PvP Weapon - Cancel">
@@ -910,7 +910,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="10" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5682" />
+			<effect name="ChanceSkillTrigger" activationChance="10" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5682" />
 		</for>
 	</skill>
 	<skill id="3652" levels="1" name="PvP Weapon - Ignore Shield Defense">
@@ -920,7 +920,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="20" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5683" />
+			<effect name="ChanceSkillTrigger" activationChance="20" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5683" />
 		</for>
 	</skill>
 	<skill id="3653" levels="1" name="PvP Weapon - Attack Chance">
@@ -930,7 +930,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="10" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5684" />
+			<effect name="ChanceSkillTrigger" activationChance="10" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5684" />
 		</for>
 	</skill>
 	<skill id="3654" levels="1" name="PvP Weapon - Casting">
@@ -940,7 +940,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="5" />
@@ -956,7 +956,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="10" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5686" />
+			<effect name="ChanceSkillTrigger" activationChance="10" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5686" />
 		</for>
 	</skill>
 	<skill id="3656" levels="1" name="PvP Weapon - Decrease Range">
@@ -966,7 +966,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="10" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5687" />
+			<effect name="ChanceSkillTrigger" activationChance="10" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5687" />
 		</for>
 	</skill>
 	<skill id="3657" levels="1" name="PvP Weapon - Decrease Resist">
@@ -976,7 +976,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="10" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5688" />
+			<effect name="ChanceSkillTrigger" activationChance="10" activationMinDamage="50" chanceType="ON_HIT" triggeredId="5688" />
 		</for>
 	</skill>
 	<skill id="3658" levels="1" name="PvP Shield - Reflect Damage">
@@ -986,7 +986,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="40" />
 				<param chance="10" />
@@ -1002,7 +1002,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="20" />
@@ -1018,7 +1018,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="20" />
@@ -1034,7 +1034,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="5" activationSkills="1401" chanceType="ON_CAST" triggeredId="5692" />
+			<effect name="ChanceSkillTrigger" activationChance="5" activationSkills="1401" chanceType="ON_CAST" triggeredId="5692" />
 		</for>
 	</skill>
 	<skill id="3662" levels="1" name="PvP Armor - Speed Down">
@@ -1044,7 +1044,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="10" />
@@ -1060,7 +1060,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="25" />
@@ -1086,7 +1086,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxCp" val="1.3" />
 			</effect>
 		</for>
@@ -1109,7 +1109,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regCp" val="1.3" />
 			</effect>
 		</for>
@@ -1121,7 +1121,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="20" />
 				<param chance="2" />
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/03700-03799.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/03700-03799.xml
index 81e0f3b030acf206eb571927c80af4b5ce778cae..d9b02ffcec94f9ae2c5a5cdcf5041309915c8f76 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/03700-03799.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/03700-03799.xml
@@ -20,7 +20,7 @@
 			<add order="0x40" stat="breath" val="383" />
 			<mul order="0x30" stat="pAtk" val="1.0827" />
 			<mul order="0x30" stat="regMp" val="1.0827" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="13" />
 			</effect>
 		</for>
@@ -35,7 +35,7 @@
 			<add order="0x40" stat="breath" val="33" />
 			<mul order="0x30" stat="pAtk" val="1.0041" />
 			<mul order="0x30" stat="regMp" val="1.0041" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="2" />
 			</effect>
 		</for>
@@ -50,7 +50,7 @@
 			<add order="0x40" stat="breath" val="33" />
 			<mul order="0x30" stat="pAtk" val="1.0041" />
 			<mul order="0x30" stat="regMp" val="1.0041" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="3" />
 			</effect>
 		</for>
@@ -65,7 +65,7 @@
 			<add order="0x40" stat="breath" val="50" />
 			<mul order="0x30" stat="pAtk" val="1.0062" />
 			<mul order="0x30" stat="regMp" val="1.0062" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="2" />
 			</effect>
 		</for>
@@ -289,7 +289,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="healEffect" val="1.01" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="7.5" />
 			</effect>
 		</for>
@@ -302,7 +302,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="healEffect" val="1.12" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="20" />
 			</effect>
 		</for>
@@ -315,7 +315,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="healEffect" val="1.02" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="12.5" />
 			</effect>
 		</for>
@@ -328,7 +328,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="healEffect" val="1.01" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="5" />
 			</effect>
 		</for>
@@ -341,7 +341,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="healEffect" val="1.01" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="5" />
 			</effect>
 		</for>
@@ -365,7 +365,7 @@
 		<for>
 			<mul order="0x30" stat="pAtkSpd" val="1.0724" />
 			<mul order="0x30" stat="pAtk" val="1.0724" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="20" />
 			</effect>
 		</for>
@@ -379,7 +379,7 @@
 		<for>
 			<mul order="0x30" stat="pAtkSpd" val="1.0041" />
 			<mul order="0x30" stat="pAtk" val="1.0041" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="5" />
 			</effect>
 		</for>
@@ -393,7 +393,7 @@
 		<for>
 			<mul order="0x30" stat="pAtkSpd" val="1.0041" />
 			<mul order="0x30" stat="pAtk" val="1.0041" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="5" />
 			</effect>
 		</for>
@@ -407,7 +407,7 @@
 		<for>
 			<mul order="0x30" stat="pAtkSpd" val="1.0062" />
 			<mul order="0x30" stat="pAtk" val="1.0062" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="7.5" />
 			</effect>
 		</for>
@@ -420,8 +420,8 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="pAtkSpd" val="1.0103" />
-			<mul order="0x30" stat="pAtk" noicon="1" val="1.0103" />
-			<effect name="DefenceTrait" val="0">
+			<mul order="0x30" stat="pAtk" val="1.0103" />
+			<effect name="DefenceTrait">
 				<param PARALYZE="12.5" />
 			</effect>
 		</for>
@@ -436,7 +436,7 @@
 			<mul order="0x30" stat="pDef" val="1.0133" />
 			<add order="0x40" stat="runSpd" val="1.16" />
 			<sub order="0x40" stat="cancel" val="8" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="8.33" />
 			</effect>
 		</for>
@@ -452,7 +452,7 @@
 			<mul order="0x30" stat="mAtkSpd" val="1.15" />
 			<mul order="0x30" stat="pDef" val="1.0333" />
 			<add order="0x40" stat="runSpd" val="2.91" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="20" />
 			</effect>
 		</for>
@@ -467,7 +467,7 @@
 			<mul order="0x30" stat="pDef" val="1.0133" />
 			<add order="0x40" stat="runSpd" val="1.16" />
 			<sub order="0x40" stat="cancel" val="8" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="8.33" />
 			</effect>
 		</for>
@@ -482,7 +482,7 @@
 			<mul order="0x30" stat="pDef" val="1.02" />
 			<add order="0x40" stat="runSpd" val="1.75" />
 			<sub order="0x40" stat="cancel" val="13" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="12.5" />
 			</effect>
 		</for>
@@ -496,7 +496,7 @@
 		<for>
 			<mul order="0x30" stat="pAtkSpd" val="1.0083" />
 			<add order="0x40" stat="weightPenalty" val="960" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="8" />
 				<param BLEED="8" />
 			</effect>
@@ -511,7 +511,7 @@
 		<for>
 			<mul order="0x30" stat="pAtkSpd" val="1.0083" />
 			<add order="0x40" stat="weightPenalty" val="960" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="8" />
 				<param BLEED="8" />
 			</effect>
@@ -526,7 +526,7 @@
 		<for>
 			<add order="0x40" stat="weightPenalty" val="8159" />
 			<mul order="0x30" stat="pAtkSpd" val="1.0932" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="52" />
 				<param BLEED="52" />
 			</effect>
@@ -541,7 +541,7 @@
 		<for>
 			<mul order="0x30" stat="pAtkSpd" val="1.0125" />
 			<add order="0x40" stat="weightPenalty" val="1440" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="12" />
 				<param BLEED="12" />
 			</effect>
@@ -556,7 +556,7 @@
 		<for>
 			<add order="0x40" stat="maxMp" val="315" />
 			<mul order="0x30" stat="regMp" val="1.0932" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="52" />
 				<param BLEED="52" />
 			</effect>
@@ -571,7 +571,7 @@
 		<for>
 			<mul order="0x30" stat="regMp" val="1.0083" />
 			<add order="0x40" stat="maxMp" val="37" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="8" />
 				<param BLEED="8" />
 			</effect>
@@ -586,7 +586,7 @@
 		<for>
 			<mul order="0x30" stat="regMp" val="1.0083" />
 			<add order="0x40" stat="maxMp" val="37" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="8" />
 				<param BLEED="8" />
 			</effect>
@@ -601,7 +601,7 @@
 		<for>
 			<mul order="0x30" stat="regMp" val="1.0125" />
 			<add order="0x40" stat="maxMp" val="56" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="12" />
 				<param BLEED="12" />
 			</effect>
@@ -615,7 +615,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="mDef" val="1.0133" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="13.33" />
 				<param BLEED="13.33" />
 			</effect>
@@ -629,7 +629,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="mDef" val="1.0133" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="13.33" />
 				<param BLEED="13.33" />
 			</effect>
@@ -653,7 +653,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="mDef" val="1.0333" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="33.33" />
 				<param BLEED="33.33" />
 			</effect>
@@ -667,7 +667,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="mDef" val="1.02" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="20" />
 				<param BLEED="20" />
 			</effect>
@@ -682,7 +682,7 @@
 		<for>
 			<mul order="0x30" stat="pAtk" val="1.0041" />
 			<add order="0x40" stat="accCombat" val="0.31" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="8.33" />
 			</effect>
 		</for>
@@ -696,7 +696,7 @@
 		<for>
 			<mul order="0x30" stat="pAtk" val="1.0062" />
 			<add order="0x40" stat="accCombat" val="0.47" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="12.5" />
 			</effect>
 		</for>
@@ -710,7 +710,7 @@
 		<for>
 			<add order="0x40" stat="accCombat" val="0.579" />
 			<mul order="0x30" stat="pAtk" val="1.0827" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="20.83" />
 			</effect>
 		</for>
@@ -724,7 +724,7 @@
 		<for>
 			<mul order="0x30" stat="pAtk" val="1.0062" />
 			<add order="0x40" stat="accCombat" val="0.47" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="8.33" />
 			</effect>
 		</for>
@@ -741,7 +741,7 @@
 			</mul>
 			<add order="0x40" stat="maxMp" val="40" />
 			<add order="0x40" stat="weightPenalty" val="960" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="8.33" />
 			</effect>
 		</for>
@@ -758,7 +758,7 @@
 			<mul order="0x30" stat="pAtk" val="1.0932">
 				<using kind="Bow,Crossbow" />
 			</mul>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="20.83" />
 			</effect>
 		</for>
@@ -775,7 +775,7 @@
 			</mul>
 			<add order="0x40" stat="maxMp" val="40" />
 			<add order="0x40" stat="weightPenalty" val="960" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="8.33" />
 			</effect>
 		</for>
@@ -792,7 +792,7 @@
 			</mul>
 			<add order="0x40" stat="maxMp" val="60" />
 			<add order="0x40" stat="weightPenalty" val="1440" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="12.5" />
 			</effect>
 		</for>
@@ -806,7 +806,7 @@
 		<for>
 			<add order="0x40" stat="maxMp" val="40" />
 			<mul order="0x30" stat="regMp" val="1.0133" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="8.33" />
 			</effect>
 		</for>
@@ -820,7 +820,7 @@
 		<for>
 			<mul order="0x30" stat="mAtkSpd" val="1.15" />
 			<mul order="0x30" stat="regMp" val="1.0333" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="20.83" />
 			</effect>
 		</for>
@@ -834,7 +834,7 @@
 		<for>
 			<add order="0x40" stat="maxMp" val="40" />
 			<mul order="0x30" stat="regMp" val="1.0133" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="8.33" />
 			</effect>
 		</for>
@@ -848,7 +848,7 @@
 		<for>
 			<add order="0x40" stat="maxMp" val="60" />
 			<mul order="0x30" stat="regMp" val="1.02" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="12.5" />
 			</effect>
 		</for>
@@ -861,7 +861,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="pAtk" val="1.1708" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="29.16" />
 				<param HOLD="29.16" />
 			</effect>
@@ -875,7 +875,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="pAtk" val="1.0083" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="11.66" />
 				<param HOLD="11.66" />
 			</effect>
@@ -889,7 +889,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="pAtk" val="1.0083" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="11.66" />
 				<param HOLD="11.66" />
 			</effect>
@@ -903,7 +903,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="pAtk" val="1.0125" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="17.5" />
 				<param HOLD="17.5" />
 			</effect>
@@ -918,7 +918,7 @@
 		<for>
 			<add order="0x40" stat="absorbDam" val="3" />
 			<mul order="0x30" stat="mDef" val="1.0827" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="29.16" />
 				<param HOLD="29.16" />
 			</effect>
@@ -932,7 +932,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="pAtk" val="1.0041" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="11.66" />
 				<param HOLD="11.66" />
 			</effect>
@@ -946,7 +946,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="pAtk" val="1.0041" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="11.66" />
 				<param HOLD="11.66" />
 			</effect>
@@ -961,7 +961,7 @@
 		<for>
 			<mul order="0x30" stat="regMp" val="1.0041" />
 			<mul order="0x30" stat="mAtk" val="1.0041" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="11.66" />
 				<param HOLD="11.66" />
 			</effect>
@@ -976,7 +976,7 @@
 		<for>
 			<mul order="0x30" stat="mAtk" val="1.0827" />
 			<mul order="0x30" stat="regMp" val="1.0827" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="29.16" />
 				<param HOLD="29.16" />
 			</effect>
@@ -991,7 +991,7 @@
 		<for>
 			<mul order="0x30" stat="regMp" val="1.0041" />
 			<mul order="0x30" stat="mAtk" val="1.0041" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="11.66" />
 				<param HOLD="11.66" />
 			</effect>
@@ -1070,7 +1070,7 @@
 			<add order="0x40" stat="runSpd" val="1.16" />
 			<sub order="0x40" stat="cancel" val="8" />
 			<add order="0x40" stat="weightPenalty" val="960" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="8.3" />
 			</effect>
 		</for>
@@ -1086,7 +1086,7 @@
 			<add order="0x40" stat="weightPenalty" val="8159" />
 			<mul order="0x30" stat="mAtk" val="1.1603" />
 			<mul order="0x30" stat="runSpd" val="1.0991" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="20.83" />
 			</effect>
 		</for>
@@ -1102,7 +1102,7 @@
 			<add order="0x40" stat="runSpd" val="1.16" />
 			<sub order="0x40" stat="cancel" val="8" />
 			<add order="0x40" stat="weightPenalty" val="960" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="8.3" />
 			</effect>
 		</for>
@@ -1118,7 +1118,7 @@
 			<add order="0x40" stat="runSpd" val="1.175" />
 			<sub order="0x40" stat="cancel" val="13" />
 			<add order="0x40" stat="weightPenalty" val="1440" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="12.5" />
 			</effect>
 		</for>
@@ -1132,7 +1132,7 @@
 		<for>
 			<mul order="0x30" stat="pDef" val="1.0208" />
 			<add order="0x40" stat="maxHp" val="185" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="17.5" />
 				<param HOLD="17.5" />
 			</effect>
@@ -1147,7 +1147,7 @@
 		<for>
 			<mul order="0x30" stat="pDef" val="1.0083" />
 			<add order="0x40" stat="maxHp" val="74" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="7" />
 				<param HOLD="7" />
 			</effect>
@@ -1162,7 +1162,7 @@
 		<for>
 			<mul order="0x30" stat="pDef" val="1.0083" />
 			<add order="0x40" stat="maxHp" val="74" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="7" />
 				<param HOLD="7" />
 			</effect>
@@ -1187,7 +1187,7 @@
 		<for>
 			<mul order="0x30" stat="pDef" val="1.0125" />
 			<add order="0x40" stat="maxHp" val="111" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="10.5" />
 				<param HOLD="10.5" />
 			</effect>
@@ -1202,7 +1202,7 @@
 		<for>
 			<add order="0x40" stat="maxHp" val="889" />
 			<mul order="0x30" stat="pDef" val="1.0724" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="28" />
 				<param HOLD="28" />
 			</effect>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/03800-03899.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/03800-03899.xml
index e6a204a19277d3fc7595f37fd93073cccbe8164b..26206f8683263e99f3fbe58c27ab8b4e7915c94a 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/03800-03899.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/03800-03899.xml
@@ -102,7 +102,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="3.57" />
 			</effect>
 		</for>
@@ -134,7 +134,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="4.76" />
 			</effect>
 		</for>
@@ -206,7 +206,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="5.71" />
 			</effect>
 		</for>
@@ -218,7 +218,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="7.61" />
 			</effect>
 		</for>
@@ -270,7 +270,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="5" />
 			</effect>
 		</for>
@@ -326,7 +326,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="6" chanceType="ON_HIT" triggeredId="5665" />
+			<effect name="ChanceSkillTrigger" activationChance="6" chanceType="ON_HIT" triggeredId="5665" />
 		</for>
 	</skill>
 	<skill id="3830" levels="3" name="Rapier of Might">
@@ -380,7 +380,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="6" chanceType="ON_HIT" triggeredId="5666" />
+			<effect name="ChanceSkillTrigger" activationChance="6" chanceType="ON_HIT" triggeredId="5666" />
 		</for>
 	</skill>
 	<skill id="3835" levels="3" name="Dual-Blade Weapon of Might">
@@ -434,7 +434,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="6" chanceType="ON_HIT" triggeredId="5667" />
+			<effect name="ChanceSkillTrigger" activationChance="6" chanceType="ON_HIT" triggeredId="5667" />
 		</for>
 	</skill>
 	<skill id="3840" levels="2" name="Two-handed Sword of Haste">
@@ -661,7 +661,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="5" chanceType="ON_HIT" triggeredId="5668" />
+			<effect name="ChanceSkillTrigger" activationChance="5" chanceType="ON_HIT" triggeredId="5668" />
 		</for>
 	</skill>
 	<skill id="3862" levels="1" name="Dagger of Guidance">
@@ -821,7 +821,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="6" chanceType="ON_HIT" triggeredId="5669" />
+			<effect name="ChanceSkillTrigger" activationChance="6" chanceType="ON_HIT" triggeredId="5669" />
 		</for>
 	</skill>
 	<skill id="3877" levels="2" name="Polearm of Boost HP">
@@ -886,7 +886,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="6" chanceType="ON_HIT" triggeredId="5670" />
+			<effect name="ChanceSkillTrigger" activationChance="6" chanceType="ON_HIT" triggeredId="5670" />
 		</for>
 	</skill>
 	<skill id="3883" levels="1" name="Fist Weapon of Critical Power">
@@ -920,7 +920,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="#activationChance" chanceType="ON_HIT" triggeredId="#triggeredId" />
+			<effect name="ChanceSkillTrigger" activationChance="#activationChance" chanceType="ON_HIT" triggeredId="#triggeredId" />
 		</for>
 	</skill>
 	<skill id="3886" levels="1" name="Blunt Weapon of Haste">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/03900-03999.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/03900-03999.xml
index 22242008f8a976b522e89004fba1f0c1fd6cfa49..81ea47314a07327e31707a0f79d5e6addae48c7e 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/03900-03999.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/03900-03999.xml
@@ -524,7 +524,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="1.71" />
 			</effect>
 		</for>
@@ -537,7 +537,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="1.71" />
 			</effect>
 		</for>
@@ -550,7 +550,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param POISON="1.71" />
 			</effect>
 		</for>
@@ -563,7 +563,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="1.71" />
 			</effect>
 		</for>
@@ -576,7 +576,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="1.71" />
 			</effect>
 		</for>
@@ -589,7 +589,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="1.71" />
 			</effect>
 		</for>
@@ -601,7 +601,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="1.71" />
 			</effect>
 		</for>
@@ -613,7 +613,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="1.71" />
 			</effect>
 		</for>
@@ -625,7 +625,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="1.71" />
 			</effect>
 		</for>
@@ -637,7 +637,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="1.71" />
 			</effect>
 		</for>
@@ -649,7 +649,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="1.71" />
 			</effect>
 		</for>
@@ -661,7 +661,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="1.71" />
 			</effect>
 		</for>
@@ -674,7 +674,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="2.14" />
 			</effect>
 		</for>
@@ -687,7 +687,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="2.14" />
 			</effect>
 		</for>
@@ -700,7 +700,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param POISON="2.14" />
 			</effect>
 		</for>
@@ -713,7 +713,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="2.14" />
 			</effect>
 		</for>
@@ -726,7 +726,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="2.14" />
 			</effect>
 		</for>
@@ -739,7 +739,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="2.14" />
 			</effect>
 		</for>
@@ -751,7 +751,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="2.14" />
 			</effect>
 		</for>
@@ -763,7 +763,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="2.14" />
 			</effect>
 		</for>
@@ -775,7 +775,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="2.14" />
 			</effect>
 		</for>
@@ -787,7 +787,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="2.14" />
 			</effect>
 		</for>
@@ -799,7 +799,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="2.14" />
 			</effect>
 		</for>
@@ -811,7 +811,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="2.14" />
 			</effect>
 		</for>
@@ -824,7 +824,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="3" />
 			</effect>
 		</for>
@@ -837,7 +837,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="3" />
 			</effect>
 		</for>
@@ -850,7 +850,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param POISON="3" />
 			</effect>
 		</for>
@@ -863,7 +863,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="3" />
 			</effect>
 		</for>
@@ -876,7 +876,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="3" />
 			</effect>
 		</for>
@@ -889,7 +889,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="3" />
 			</effect>
 		</for>
@@ -901,7 +901,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="3" />
 			</effect>
 		</for>
@@ -913,7 +913,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="3" />
 			</effect>
 		</for>
@@ -925,7 +925,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="3" />
 			</effect>
 		</for>
@@ -937,7 +937,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="3" />
 			</effect>
 		</for>
@@ -949,7 +949,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="3" />
 			</effect>
 		</for>
@@ -961,7 +961,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="3" />
 			</effect>
 		</for>
@@ -974,7 +974,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="3.42" />
 			</effect>
 		</for>
@@ -987,7 +987,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="3.42" />
 			</effect>
 		</for>
@@ -1000,7 +1000,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param POISON="3.42" />
 			</effect>
 		</for>
@@ -1013,7 +1013,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="3.42" />
 			</effect>
 		</for>
@@ -1026,7 +1026,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="3.42" />
 			</effect>
 		</for>
@@ -1039,7 +1039,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" noicon="1" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="3.42" />
 			</effect>
 		</for>
@@ -1051,7 +1051,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="3.42" />
 			</effect>
 		</for>
@@ -1063,7 +1063,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="3.42" />
 			</effect>
 		</for>
@@ -1075,7 +1075,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="3.42" />
 			</effect>
 		</for>
@@ -1087,7 +1087,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="3.42" />
 			</effect>
 		</for>
@@ -1099,7 +1099,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="3.42" />
 			</effect>
 		</for>
@@ -1111,7 +1111,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="3.42" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/04000-04099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/04000-04099.xml
index 0053f3a6c9cf44bddf093e60586977c28674ce66..e793e03593011f843a58632910aeb95564aa8d75 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/04000-04099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/04000-04099.xml
@@ -20,7 +20,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4002" levels="12" name="NPC HP Drain">
@@ -42,7 +42,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
+			<effect name="HpDrain" val="0.2" />
 		</for>
 	</skill>
 	<skill id="4003" levels="1" name="Golem Body">
@@ -51,7 +51,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="70" />
 				<param DAGGER="30" />
 				<param BLUNT="-10" />
@@ -65,7 +65,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BLUNT="-10" />
 			</effect>
 		</for>
@@ -77,7 +77,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<sub order="0x40" stat="windRes" val="15" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="-10" />
 			</effect>
 		</for>
@@ -89,7 +89,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<sub order="0x40" stat="fireRes" val="15" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="50" />
 			</effect>
 		</for>
@@ -177,7 +177,7 @@
 		<set name="power" val="271" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4018" levels="1" name="Decrease Speed">
@@ -201,8 +201,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -245,7 +245,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="10846" />
+			<effect name="Heal" val="10846" />
 		</for>
 	</skill>
 	<skill id="4021" levels="1" name="Queen Ant">
@@ -256,7 +256,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="80" />
 			</effect>
 		</for>
@@ -286,7 +286,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="10846" />
+			<effect name="Heal" val="10846" />
 		</for>
 	</skill>
 	<skill id="4025" levels="12" name="Master Recharge">
@@ -306,7 +306,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ManaHealByLevel" noicon="1" val="#amount" />
+			<effect name="ManaHealByLevel" val="#amount" />
 		</for>
 	</skill>
 	<skill id="4026" levels="1" name="Gludio Flame">
@@ -326,7 +326,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4027" levels="1" name="Gludio Heal">
@@ -342,7 +342,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="628" />
+			<effect name="Heal" val="628" />
 		</for>
 	</skill>
 	<skill id="4028" levels="3" name="NPC Might">
@@ -363,7 +363,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Grow" val="0">
+			<effect name="Grow">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -385,7 +385,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -411,7 +411,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -438,7 +438,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -460,7 +460,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4033" levels="12" name="NPC Burn">
@@ -479,7 +479,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4034" levels="12" name="Decrease Speed">
@@ -508,8 +508,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
 		</for>
@@ -602,7 +602,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -635,7 +635,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -657,7 +657,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 	<skill id="4040" levels="12" name="NPC Bow Attack">
@@ -676,7 +676,7 @@
 		<set name="reuseDelay" val="17000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4041" levels="2" name="Cruma Blaze">
@@ -697,7 +697,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4042" levels="1" name="Nurka Blaze">
@@ -715,7 +715,7 @@
 		<set name="power" val="60" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4043" levels="1" name="Partisan Flame">
@@ -735,7 +735,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4044" levels="1" name="Partisan Heal">
@@ -751,7 +751,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="427" />
+			<effect name="Heal" val="427" />
 		</for>
 	</skill>
 	<skill id="4045" levels="1" name="Resist Full Magic Attack">
@@ -760,7 +760,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 				<param SLEEP="100" />
 				<param DERANGEMENT="100" />
@@ -797,7 +797,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SLEEP" />
 		<for>
-			<effect name="Sleep" val="0" />
+			<effect name="Sleep" />
 		</for>
 	</skill>
 	<skill id="4047" levels="12" name="Hold">
@@ -827,7 +827,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="4048" levels="3" name="NPC Dash">
@@ -843,7 +843,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -861,7 +861,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4050" levels="16" name="Cubic DD">
@@ -877,7 +877,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.4" />
+			<effect name="HpDrain" val="0.4" />
 		</for>
 	</skill>
 	<skill id="4051" levels="20" name="Cubic Heal">
@@ -895,7 +895,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="4052" levels="15" name="Poison">
@@ -944,7 +944,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.77" />
 			</effect>
 		</for>
@@ -970,7 +970,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.77" />
 			</effect>
 		</for>
@@ -996,7 +996,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 			</effect>
 		</for>
@@ -1013,7 +1013,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BUG_WEAKNESS="-15" />
 			</effect>
 		</for>
@@ -1024,7 +1024,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param ANIMAL_WEAKNESS="-15" />
 			</effect>
 		</for>
@@ -1035,7 +1035,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param PLANT_WEAKNESS="-15" />
 			</effect>
 		</for>
@@ -1046,7 +1046,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BEAST_WEAKNESS="-15" />
 			</effect>
 		</for>
@@ -1057,7 +1057,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param DRAGON_WEAKNESS="-15" />
 			</effect>
 		</for>
@@ -1070,7 +1070,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="80" />
 			</effect>
 		</for>
@@ -1095,8 +1095,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Paralyze" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="4064" levels="1" name="Paralysis">
@@ -1120,7 +1120,7 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="4065" levels="12" name="NPC Heal">
@@ -1141,7 +1141,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="4066" levels="12" name="NPC Twister">
@@ -1163,7 +1163,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4067" levels="12" name="NPC Mortal Blow">
@@ -1184,7 +1184,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4068" levels="12" name="Mechanical Cannon">
@@ -1204,7 +1204,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4069" levels="12" name="NPC Curve Beam Cannon">
@@ -1224,7 +1224,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4070" levels="1" name="Decrease Atk. Spd.">
@@ -1245,7 +1245,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 			</effect>
 		</for>
@@ -1258,7 +1258,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="#traits" />
 				<param CROSSBOW="#traits" />
 			</effect>
@@ -1289,8 +1289,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4073" levels="12" name="Shock">
@@ -1318,8 +1318,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4074" levels="2" name="NPC Haste">
@@ -1344,7 +1344,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -1374,7 +1374,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4076" levels="3" name="Reduction in movement speed">
@@ -1404,7 +1404,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -1428,7 +1428,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4078" levels="12" name="NPC Flamestrike">
@@ -1451,7 +1451,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4079" levels="1" name="Siege Hammer">
@@ -1466,7 +1466,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4080" levels="1" name="Dark Heal">
@@ -1481,7 +1481,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="628" />
+			<effect name="Heal" val="628" />
 		</for>
 	</skill>
 	<skill id="4081" levels="1" name="Pretending to steal">
@@ -1516,7 +1516,7 @@
 			<effect name="DamOverTime" ticks="3" val="20" abnormalVisualEffect="poison">
 				<param canKill="true" />
 			</effect>
-			<effect name="Root" noicon="1" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="4083" levels="1" name="Die! You fool!">
@@ -1532,7 +1532,7 @@
 		<set name="power" val="90000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4084" levels="11" name="Resist Physical Attack">
@@ -1585,7 +1585,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4088" levels="12" name="Bleed">
@@ -1633,7 +1633,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="0.85" />
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
@@ -1653,7 +1653,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="1.4" />
 			</effect>
 		</for>
@@ -1681,7 +1681,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Grow" val="0">
+			<effect name="Grow">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pDef" val="#pDef" />
@@ -1689,7 +1689,7 @@
 				<sub order="0x40" stat="rEvas" val="#rEvas" />
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="#maxHpHeal" />
+			<effect name="HealPercent" val="#maxHpHeal" />
 		</for>
 	</skill>
 	<skill id="4092" levels="1" name="NPC Puma Spirit Totem">
@@ -1706,7 +1706,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.3" />
 				<add order="0x40" stat="rEvas" val="4" />
 				<mul order="0x30" stat="pDef" val="0.8" />
@@ -1739,7 +1739,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelAll" noicon="1" val="0" />
+			<effect name="DispelAll" />
 		</for>
 	</skill>
 	<skill id="4095" levels="1" name="Damage Shield">
@@ -1770,7 +1770,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 				<mul order="0x30" stat="pDef" val="0.9" />
 			</effect>
@@ -1828,7 +1828,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
+			<effect name="Mute" />
 		</for>
 	</skill>
 	<skill id="4099" levels="2" name="NPC Berserk">
@@ -1860,7 +1860,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/04100-04199.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/04100-04199.xml
index 7055c34eb8a98d5fc18a1d9983a3997563a9ff4f..3c6d7f4b9a492c68db7ed465d19ba55734740f6c 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/04100-04199.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/04100-04199.xml
@@ -19,7 +19,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4101" levels="12" name="NPC Spinning Slash">
@@ -38,7 +38,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4102" levels="3" name="Become weak against line of fire">
@@ -67,7 +67,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="fireRes" val="#fireRes" />
 				<add order="0x40" stat="waterRes" val="#waterRes" />
 			</effect>
@@ -91,7 +91,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="#rEvas" />
 			</effect>
 		</for>
@@ -146,7 +146,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4106" levels="1" name="Antharas Stun">
@@ -170,8 +170,8 @@
 		<set name="targetType" val="FRONT_AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4107" levels="1" name="Antharas Stun">
@@ -198,9 +198,9 @@
 		<set name="targetType" val="BEHIND_AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="ThrowUp" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="ThrowUp" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4108" levels="1" name="Antharas Terror">
@@ -228,7 +228,7 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="4109" levels="1" name="Curse of Antharas">
@@ -254,7 +254,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.85" />
 				<mul order="0x30" stat="mAtk" val="0.85" />
 				<mul order="0x30" stat="pDef" val="0.6" />
@@ -287,7 +287,7 @@
 		<set name="power" val="650" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4111" levels="1" name="Antharas Fossilization">
@@ -314,8 +314,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Petrification" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Petrification">
 				<mul order="0x30" stat="regHp" val="0" />
 			</effect>
 		</for>
@@ -336,7 +336,7 @@
 		<set name="power" val="57200" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4113" levels="1" name="Animal doing ordinary attack">
@@ -355,7 +355,7 @@
 		<set name="power" val="57200" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4114" levels="1" name="Aden Flame">
@@ -375,7 +375,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4115" levels="1" name="Aden Heal">
@@ -391,7 +391,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="689" />
+			<effect name="Heal" val="689" />
 		</for>
 	</skill>
 	<skill id="4116" levels="10" name="Resist M.Atk">
@@ -432,7 +432,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="4118" levels="12" name="Paralysis">
@@ -463,7 +463,7 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="4119" levels="3" name="Fall in accuracy">
@@ -491,7 +491,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
@@ -526,8 +526,8 @@
 			<using kind="Bow" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4121" levels="12" name="Summoned Monster Magic Protection">
@@ -537,7 +537,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="#trait_derangement" />
 			</effect>
 		</for>
@@ -551,7 +551,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<set order="0x08" stat="debuffImmunity" val="1" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="80" />
 			</effect>
 		</for>
@@ -587,7 +587,7 @@
 		<set name="reuseDelay" val="17000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4125" levels="1" name="Antharas Regeneration">
@@ -601,7 +601,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="0.05" />
 			</effect>
 		</for>
@@ -619,7 +619,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pReuse" val="0.01" />
 			</effect>
 		</for>
@@ -639,7 +639,7 @@
 		<set name="reuseDelay" val="2500" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4128" levels="1" name="Wind Of Force">
@@ -655,7 +655,7 @@
 		<set name="power" val="14000" />
 		<set name="targetType" val="FRONT_AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4129" levels="1" name="Earthquake">
@@ -670,7 +670,7 @@
 		<set name="power" val="4000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4130" levels="1" name="Striking of Thunderbolt">
@@ -687,7 +687,7 @@
 		<set name="power" val="367" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4131" levels="1" name="Stun">
@@ -713,7 +713,7 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="4132" levels="1" name="Spear: Pound the Ground">
@@ -726,7 +726,7 @@
 		<set name="power" val="3885" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4133" levels="1" name="Angel Heal">
@@ -739,7 +739,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="1000" />
+			<effect name="Heal" val="1000" />
 		</for>
 	</skill>
 	<skill id="4134" levels="1" name="Seal Skill">
@@ -762,7 +762,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="1000000" />
+			<effect name="Heal" val="1000000" />
 		</for>
 	</skill>
 	<skill id="4136" levels="1" name="Baium's Gift">
@@ -777,7 +777,7 @@
 		<set name="power" val="10000000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4137" levels="12" name="Hydro Screw">
@@ -801,7 +801,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4138" levels="12" name="NPC AE - Corpse Burst">
@@ -824,7 +824,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AREA_CORPSE_MOB" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4139" levels="12" name="Boom Attack">
@@ -843,7 +843,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4140" levels="12" name="Contract Payment">
@@ -883,7 +883,7 @@
 		<set name="power" val="0.0" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4142" levels="12" name="NPC Fast Wind Fist">
@@ -899,7 +899,7 @@
 		<set name="power" val="0.0" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4143" levels="10" name="Treasure Bomb">
@@ -916,7 +916,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4144" levels="80" name="Mimic Strong Attack">
@@ -933,7 +933,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4145" levels="3" name="Decrease P. Atk.">
@@ -956,7 +956,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -981,7 +981,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -995,7 +995,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelAll" noicon="1" val="0" />
+			<effect name="DispelAll" />
 		</for>
 	</skill>
 	<skill id="4148" levels="12" name="Poison">
@@ -1089,7 +1089,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4152" levels="12" name="NPC HP Drain - Magic">
@@ -1112,7 +1112,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
+			<effect name="HpDrain" val="0.2" />
 		</for>
 	</skill>
 	<skill id="4153" levels="12" name="Decrease Speed">
@@ -1144,8 +1144,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
 		</for>
@@ -1166,7 +1166,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 	<skill id="4155" levels="12" name="NPC Twister - Magic">
@@ -1187,7 +1187,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4156" levels="12" name="NPC Curve Beam Cannon - Magic">
@@ -1206,7 +1206,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4157" levels="12" name="NPC Blaze - Magic">
@@ -1229,7 +1229,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4158" levels="12" name="NPC Prominence - Magic">
@@ -1250,7 +1250,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4159" levels="12" name="NPC Straight Beam Cannon - Magic">
@@ -1269,7 +1269,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4160" levels="12" name="NPC Aura Burn - Magic">
@@ -1288,7 +1288,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4161" levels="1" name="Summon PC">
@@ -1323,7 +1323,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -1341,7 +1341,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 			</effect>
 		</for>
@@ -1367,7 +1367,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" chanceType="ON_EXIT" triggeredId="6125">
+			<effect name="ChanceSkillTrigger" chanceType="ON_EXIT" triggeredId="6125">
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="mAtkSpd" val="0.5" />
@@ -1418,7 +1418,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4167" levels="1" name="Curse of Fairy Mymyu">
@@ -1436,7 +1436,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
@@ -1458,7 +1458,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4169" levels="12" name="Stun">
@@ -1485,8 +1485,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4170" levels="12" name="BOSS Mortal Blow">
@@ -1506,7 +1506,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4171" levels="12" name="BOSS Spinning Slash">
@@ -1524,7 +1524,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4172" levels="12" name="Stun">
@@ -1549,8 +1549,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4173" levels="12" name="BOSS Might">
@@ -1568,7 +1568,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.5" />
 			</effect>
 		</for>
@@ -1590,7 +1590,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.5" />
 			</effect>
 		</for>
@@ -1612,7 +1612,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.5" />
 			</effect>
 		</for>
@@ -1634,7 +1634,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 			</effect>
 		</for>
@@ -1653,7 +1653,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="DispelAll" noicon="1" val="0" />
+			<effect name="DispelAll" />
 		</for>
 	</skill>
 	<skill id="4178" levels="12" name="BOSS Flame Strike">
@@ -1674,7 +1674,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4179" levels="12" name="BOSS Power Strike">
@@ -1693,7 +1693,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4180" levels="12" name="Stun">
@@ -1720,8 +1720,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4181" levels="12" name="BOSS Mortal Blow">
@@ -1741,7 +1741,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4182" levels="12" name="Poison">
@@ -1791,7 +1791,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -1819,7 +1819,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -1846,7 +1846,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SLEEP" />
 		<for>
-			<effect name="Sleep" val="0" />
+			<effect name="Sleep" />
 		</for>
 		<table name="#mpConsume"> 17 29 39 53 67 83 97 103 108 112 115 116 </table>
 		<set name="mpConsume" val="#mpConsume" />
@@ -1870,7 +1870,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 		<table name="#mpConsume"> 17 29 39 53 67 83 97 103 108 112 115 116 </table>
 		<set name="mpConsume" val="#mpConsume" />
@@ -1896,7 +1896,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -1948,7 +1948,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 		<table name="#mpConsume"> 17 29 39 53 67 83 97 103 108 112 115 116 </table>
 		<set name="mpConsume" val="#mpConsume" />
@@ -1996,7 +1996,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4192" levels="12" name="BOSS HP Drain">
@@ -2016,7 +2016,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.4" />
+			<effect name="HpDrain" val="0.4" />
 		</for>
 	</skill>
 	<skill id="4193" levels="12" name="BOSS Life Drain">
@@ -2034,7 +2034,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.8" />
+			<effect name="HpDrain" val="0.8" />
 		</for>
 	</skill>
 	<skill id="4194" levels="12" name="BOSS Aura Burn">
@@ -2052,7 +2052,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4195" levels="12" name="BOSS Twister">
@@ -2072,7 +2072,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4196" levels="12" name="Decreases Speed">
@@ -2098,8 +2098,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
 		</for>
@@ -2127,7 +2127,7 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 		<table name="#mpConsume"> 17 29 39 53 67 83 97 103 108 112 115 116 </table>
 		<set name="mpConsume" val="#mpConsume" />
@@ -2181,7 +2181,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/04200-04299.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/04200-04299.xml
index 3b9bdc39beae2698599e1ba10f6c1d1a7ac6fad5..b2928954331824c61863b18c243545291cf2e2a8 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/04200-04299.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/04200-04299.xml
@@ -22,7 +22,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -50,7 +50,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SLEEP" />
 		<for>
-			<effect name="Sleep" val="0" />
+			<effect name="Sleep" />
 		</for>
 		<table name="#mpConsume"> 17 29 39 53 67 83 97 103 108 112 115 116 </table>
 		<set name="mpConsume" val="#mpConsume" />
@@ -75,7 +75,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 		<table name="#mpConsume"> 17 29 39 53 67 83 97 103 108 112 115 116 </table>
 		<set name="mpConsume" val="#mpConsume" />
@@ -102,7 +102,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -156,7 +156,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 		<table name="#mpConsume"> 17 29 39 53 67 83 97 103 108 112 115 116 </table>
 		<set name="mpConsume" val="#mpConsume" />
@@ -203,7 +203,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4208" levels="12" name="Stun">
@@ -229,8 +229,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4209" levels="12" name="BOSS Heal">
@@ -248,7 +248,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="4210" levels="12" name="Life Chant">
@@ -273,7 +273,7 @@
 		<set name="targetType" val="ONE" />
 		<for>
 			<effect name="HealOverTime" ticks="1" val="#hot" />
-			<effect name="HealPercent" noicon="1" val="3" />
+			<effect name="HealPercent" val="3" />
 		</for>
 	</skill>
 	<skill id="4211" levels="12" name="BOSS Might">
@@ -290,7 +290,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.5" />
 			</effect>
 		</for>
@@ -311,7 +311,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.5" />
 			</effect>
 		</for>
@@ -332,7 +332,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.5" />
 			</effect>
 		</for>
@@ -353,7 +353,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 			</effect>
 		</for>
@@ -375,8 +375,8 @@
 		<set name="power" val="100" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Mute" val="0" />
-			<effect name="PhysicalMute" noicon="1" val="0" />
+			<effect name="Mute" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="4216" levels="1" name="Scatter Enemy">
@@ -422,8 +422,8 @@
 		<set name="power" val="57" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.4" />
-			<effect name="ManaDamOverTime" noicon="1" val="274" />
+			<effect name="HpDrain" val="0.4" />
+			<effect name="ManaDamOverTime" val="274" />
 		</for>
 	</skill>
 	<skill id="4219" levels="1" name="Hold">
@@ -447,7 +447,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="4220" levels="1" name="Deadly Dual-Sword Weapon">
@@ -463,7 +463,7 @@
 		<set name="power" val="9390" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4221" levels="1" name="Deadly Dual-Sword Weapon: Range Attack">
@@ -478,7 +478,7 @@
 		<set name="power" val="5164" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4222" levels="1" name="Instant Move">
@@ -505,7 +505,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<!-- TODO: Abnormal Change Texture for Night to Day Face -->
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="4224" levels="1" name="Face Chance: Day to Night">
@@ -523,7 +523,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<!-- TODO: Abnormal Change Texture for Day to Night Face -->
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="4225" levels="5" name="Resist Shock">
@@ -534,7 +534,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="#trait_shock" />
 			</effect>
 		</for>
@@ -558,7 +558,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="20" />
 			</effect>
 		</for>
@@ -579,7 +579,7 @@
 		<set name="reuseDelay" val="17000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4229" levels="12" name="NPC Double Wind Fist">
@@ -598,7 +598,7 @@
 		<set name="reuseDelay" val="17000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4230" levels="1" name="Wild Cannon">
@@ -614,7 +614,7 @@
 		<set name="reuseDelay" val="10500" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4231" levels="12" name="NPC Spit Attack">
@@ -636,7 +636,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4232" levels="12" name="NPC AE Strike">
@@ -656,7 +656,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4233" levels="1" name="Vampiric Attack">
@@ -685,7 +685,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4235" levels="1" name="none">
@@ -719,8 +719,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="healEffect" val="0.5" />
 			</effect>
 		</for>
@@ -749,8 +749,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -773,7 +773,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul stat="pReuse" order="0x30" val="3.0" />
 				<mul stat="mReuse" order="0x30" val="3.0" />
 			</effect>
@@ -790,7 +790,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="0.4" />
 			</effect>
 		</for>
@@ -806,7 +806,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="0.7" />
 			</effect>
 		</for>
@@ -822,7 +822,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="1" />
 			</effect>
 		</for>
@@ -838,7 +838,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="4243" levels="1" name="Venomous Poison">
@@ -879,7 +879,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4245" levels="1" name="Mimic of Wrath">
@@ -892,7 +892,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.42" />
 				<mul order="0x30" stat="pDef" val="1.76" />
 				<mul order="0x30" stat="mDef" val="1.76" />
@@ -906,7 +906,7 @@
 		<set name="targetType" val="SELF" />
 		<for>
 			<mul order="0x30" stat="mDef" val="2.0" />
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="50" />
 				<param BLEED="50" />
 			</effect>
@@ -930,7 +930,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4248" levels="12" name="NPC HP Drain - Slow">
@@ -951,7 +951,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0.2" />
+			<effect name="MagicalAttack" val="0.2" />
 		</for>
 	</skill>
 	<skill id="4249" levels="12" name="Decrease Speed">
@@ -979,8 +979,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
 		</for>
@@ -1005,7 +1005,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4251" levels="12" name="NPC Curve Beam Cannon - Slow">
@@ -1024,7 +1024,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4252" levels="12" name="NPC Flame - Slow">
@@ -1044,7 +1044,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4253" levels="12" name="NPC Blaze - Slow">
@@ -1065,7 +1065,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4254" levels="12" name="NPC Prominence - Slow">
@@ -1086,7 +1086,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4255" levels="12" name="NPC Straight Beam Cannon - Slow">
@@ -1105,7 +1105,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4256" levels="1" name="100% Stun Resistance.">
@@ -1114,7 +1114,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="100" />
 			</effect>
 		</for>
@@ -1138,7 +1138,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4258" levels="1" name="Anti Strider Slow">
@@ -1159,7 +1159,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -1218,7 +1218,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
+			<effect name="HpDrain" val="0.2" />
 		</for>
 	</skill>
 	<skill id="4261" levels="12" name="Mega Storm Strike">
@@ -1241,7 +1241,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4262" levels="2" name="Holiday Wind Walk">
@@ -1261,7 +1261,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -1282,7 +1282,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.15" />
 			</effect>
 		</for>
@@ -1303,7 +1303,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.55" />
 			</effect>
 		</for>
@@ -1325,7 +1325,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -1347,7 +1347,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -1412,7 +1412,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="70" />
 				<param CROSSBOW="70" />
 			</effect>
@@ -1426,7 +1426,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DAGGER="#traits" />
 				<param RAPIER="#traits" />
 				<param DUALDAGGER="#traits" />
@@ -1441,7 +1441,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLUNT="#trait_blunt" />
 			</effect>
 		</for>
@@ -1461,7 +1461,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="#traits" />
 				<param CROSSBOW="#traits" />
 			</effect>
@@ -1475,7 +1475,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="#trait_poison" />
 			</effect>
 		</for>
@@ -1535,7 +1535,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="#trait_bleed" />
 			</effect>
 		</for>
@@ -1548,7 +1548,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="#trait_sleep" />
 			</effect>
 		</for>
@@ -1560,7 +1560,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="95" />
 			</effect>
 		</for>
@@ -1573,7 +1573,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="#trait_hold" />
 			</effect>
 		</for>
@@ -1585,7 +1585,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="95" />
 			</effect>
 		</for>
@@ -1610,7 +1610,7 @@
 			<player flying="true" />
 		</cond>
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4290" levels="1" name="Race">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/04300-04399.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/04300-04399.xml
index df46150487b6957f782ad9776096e50421a33207..68d49c247a3cc26586861bd5969705a8cbaf71d4 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/04300-04399.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/04300-04399.xml
@@ -122,7 +122,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4315" levels="12" name="Hold">
@@ -146,7 +146,7 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 		<table name="#mpConsume"> 17 29 39 53 67 83 97 103 108 112 115 116 </table>
 		<set name="mpConsume" val="#mpConsume" />
@@ -169,7 +169,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.4" />
+			<effect name="HpDrain" val="0.4" />
 		</for>
 	</skill>
 	<skill id="4317" levels="5" name="Increase Rage Might">
@@ -186,7 +186,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -203,7 +203,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Grow" val="0">
+			<effect name="Grow">
 				<mul order="0x30" stat="pAtk" val="1.83" />
 				<add order="0x40" stat="accCombat" val="4" />
 				<add order="0x40" stat="rEvas" val="4" />
@@ -231,7 +231,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 		<set name="mpConsume" val="50" />
 	</skill>
@@ -276,7 +276,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="0.34" />
 			</effect>
 		</for>
@@ -297,7 +297,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -317,7 +317,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -337,7 +337,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 			</effect>
 		</for>
@@ -357,7 +357,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" />
 			</effect>
 		</for>
@@ -377,7 +377,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="1.2" />
 			</effect>
 		</for>
@@ -397,7 +397,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.15" />
 			</effect>
 		</for>
@@ -417,7 +417,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.35" />
 			</effect>
 		</for>
@@ -437,7 +437,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -457,7 +457,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancel" val="18" />
 			</effect>
 		</for>
@@ -477,7 +477,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.55" />
 			</effect>
 		</for>
@@ -489,7 +489,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 				<param SLEEP="100" />
 				<param DERANGEMENT="100" />
@@ -516,7 +516,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="DispelAll" noicon="1" val="0" />
+			<effect name="DispelAll" />
 		</for>
 	</skill>
 	<skill id="4335" levels="1" name="Sacred Attack">
@@ -561,7 +561,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonCubic" noicon="1" val="0">
+			<effect name="SummonCubic">
 				<param cubicId="3" cubicDelay="13" cubicDuration="3600" cubicMaxCount="20" />
 				<param cubicSkill1Chance="13" cubicSkill2Chance="33" cubicSkill3Chance="53" />
 			</effect>
@@ -587,7 +587,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Grow" val="0">
+			<effect name="Grow">
 				<mul order="0x30" stat="pAtk" val="5" />
 			</effect>
 		</for>
@@ -604,7 +604,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Grow" val="0">
+			<effect name="Grow">
 				<mul order="0x30" stat="pDef" val="5" />
 				<mul order="0x30" stat="mDef" val="5" />
 			</effect>
@@ -628,7 +628,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -651,7 +651,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="weightPenalty" val="#Weight" />
 			</effect>
 		</for>
@@ -673,7 +673,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#rate" />
 			</effect>
 		</for>
@@ -698,7 +698,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#rate" />
 			</effect>
 		</for>
@@ -721,7 +721,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="#traits" />
 				<param SLEEP="#traits" />
 				<param DERANGEMENT="#traits" />
@@ -746,7 +746,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="#maxHp" />
 			</effect>
 		</for>
@@ -769,7 +769,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="#maxMp" />
 			</effect>
 		</for>
@@ -792,7 +792,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="#mDef" />
 			</effect>
 		</for>
@@ -815,7 +815,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="#trait_shock" />
 			</effect>
 		</for>
@@ -838,7 +838,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancel" val="#cancel" />
 			</effect>
 		</for>
@@ -868,7 +868,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="mDef" val="#mDef" />
@@ -898,7 +898,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="#rShld" />
 			</effect>
 		</for>
@@ -921,7 +921,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add stat="absorbDam" val="#absorbDam" order="0x40" />
 			</effect>
 		</for>
@@ -944,7 +944,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 			</effect>
 		</for>
@@ -967,7 +967,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 			</effect>
 		</for>
@@ -990,7 +990,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -1013,7 +1013,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
@@ -1036,7 +1036,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 			</effect>
 		</for>
@@ -1059,7 +1059,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="#cAtk" />
 			</effect>
 		</for>
@@ -1084,10 +1084,10 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="accCombat" val="12" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SLEEP="#traits" />
 				<param HOLD="#traits" />
 				<param SHOCK="#traits" />
@@ -1114,10 +1114,10 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="mAtkSpd" val="0.7" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SLEEP="#traits" />
 				<param HOLD="#traits" />
 				<param SHOCK="#traits" />
@@ -1140,7 +1140,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="accCombat" val="12" />
 			</effect>
 		</for>
@@ -1163,10 +1163,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="weightLimit" val="1.25" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param POISON="25" />
 				<param BLEED="25" />
 				<param HOLD="#traits" />
@@ -1193,10 +1193,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancel" val="25" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param HOLD="25" />
 				<param DERANGEMENT="25" />
 				<param SHOCK="#traits" />
@@ -1219,10 +1219,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="weightLimit" val="1.25" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param POISON="25" />
 				<param BLEED="25" />
 			</effect>
@@ -1397,7 +1397,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4378" levels="12" name="Self Damage Shield">
@@ -1415,7 +1415,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 			</effect>
 		</for>
@@ -1430,7 +1430,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POLE="#trait_pole" />
 			</effect>
 		</for>
@@ -1445,7 +1445,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="CpHeal" noicon="1" val="5000" />
+			<effect name="CpHeal" val="5000" />
 		</for>
 	</skill>
 	<skill id="4381" levels="1" name="Magic Skill Block">
@@ -1475,8 +1475,8 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="PhysicalAttack" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="4383" levels="1" name="NPC Hate Stone">
@@ -1493,8 +1493,8 @@
 		<set name="power" val="100" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Petrification" val="0" />
-			<effect name="TargetMeProbability" noicon="1" val="0">
+			<effect name="Petrification" />
+			<effect name="TargetMeProbability">
 				<param chance="40" />
 			</effect>
 		</for>
@@ -1513,7 +1513,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="4385" levels="1" name="Scapegoat's Grace">
@@ -1530,7 +1530,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="4386" levels="1" name="Scapegoat's Grace">
@@ -1547,7 +1547,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="4387" levels="1" name="Scapegoat's Grace">
@@ -1564,7 +1564,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="4388" levels="5" name="Resist Paralysis Attacks">
@@ -1575,7 +1575,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="#trait_paralyze" />
 			</effect>
 		</for>
@@ -1588,7 +1588,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="#trait_derangement" />
 			</effect>
 		</for>
@@ -1620,7 +1620,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -1642,7 +1642,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#rate" />
 			</effect>
 		</for>
@@ -1664,7 +1664,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -1685,7 +1685,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="#maxHp" />
 			</effect>
 		</for>
@@ -1706,7 +1706,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="#maxMp" />
 			</effect>
 		</for>
@@ -1727,7 +1727,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="#mDef" />
 			</effect>
 		</for>
@@ -1756,7 +1756,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
@@ -1784,7 +1784,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="#rShld" />
 			</effect>
 		</for>
@@ -1806,7 +1806,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add stat="absorbDam" val="#absorbDam" order="0x40" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/04400-04499.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/04400-04499.xml
index 8c058f672b0dca76811a7578f668c84f505c64da..e44f29e0c055fa4e3bb124c7fe4e8aca320b8831 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/04400-04499.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/04400-04499.xml
@@ -16,7 +16,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 			</effect>
 		</for>
@@ -37,7 +37,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 			</effect>
 		</for>
@@ -58,7 +58,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -79,7 +79,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
@@ -100,7 +100,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 			</effect>
 		</for>
@@ -121,7 +121,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="#cAtk" />
 			</effect>
 		</for>
@@ -142,7 +142,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="#rEvas" />
 			</effect>
 		</for>
@@ -275,7 +275,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0"> <!-- TODO: Verify me! -->
+			<effect name="DefenceTrait"> <!-- TODO: Verify me! -->
 				<param CONSTRUCT_WEAKNESS="#pDefMagicCreatures" />
 				<param BEAST_WEAKNESS="#pDefBeasts" />
 				<param ANIMAL_WEAKNESS="#pDefAnimals" />
@@ -307,7 +307,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0"> <!-- TODO: Verify me! -->
+			<effect name="DefenceTrait"> <!-- TODO: Verify me! -->
 				<param BOW="#pDefBows" />
 				<param POISON="#pDefPoison" />
 				<param BLUNT="#pDefBlunts" />
@@ -399,7 +399,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DUALFIST="#trait_dualfist" />
 			</effect>
 		</for>
@@ -412,7 +412,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLUNT="#trait_blunt" />
 			</effect>
 		</for>
@@ -425,7 +425,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DUAL="#trait_dual" />
 			</effect>
 		</for>
@@ -438,7 +438,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SWORD="#trait_sword" />
 			</effect>
 		</for>
@@ -524,7 +524,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="#trait_shock" />
 			</effect>
 		</for>
@@ -537,7 +537,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="#trait_poison" />
 			</effect>
 		</for>
@@ -550,7 +550,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="#trait_bleed" />
 			</effect>
 		</for>
@@ -563,7 +563,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="#trait_sleep" />
 			</effect>
 		</for>
@@ -576,7 +576,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="#trait_hold" />
 			</effect>
 		</for>
@@ -589,7 +589,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="#trait_paralyze" />
 			</effect>
 		</for>
@@ -602,7 +602,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="#trait_derangement" />
 			</effect>
 		</for>
@@ -615,7 +615,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DUALFIST="#trait_dualfist" />
 			</effect>
 		</for>
@@ -628,7 +628,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLUNT="#trait_blunt" />
 			</effect>
 		</for>
@@ -641,7 +641,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="#traits" />
 				<param CROSSBOW="#traits" />
 			</effect>
@@ -655,7 +655,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POLE="#trait_pole" />
 			</effect>
 		</for>
@@ -668,7 +668,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DUAL="#trait_dual" />
 			</effect>
 		</for>
@@ -681,7 +681,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SWORD="#trait_sword" />
 			</effect>
 		</for>
@@ -694,7 +694,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DAGGER="#traits" />
 				<param RAPIER="#traits" />
 				<param DUALDAGGER="#traits" />
@@ -716,7 +716,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="#trait_shock" />
 			</effect>
 		</for>
@@ -729,7 +729,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="#trait_poison" />
 			</effect>
 		</for>
@@ -742,7 +742,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="#trait_bleed" />
 			</effect>
 		</for>
@@ -755,7 +755,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="#trait_sleep" />
 			</effect>
 		</for>
@@ -768,7 +768,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="#trait_hold" />
 			</effect>
 		</for>
@@ -781,7 +781,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="#trait_paralyze" />
 			</effect>
 		</for>
@@ -794,7 +794,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="#trait_derangement" />
 			</effect>
 		</for>
@@ -807,7 +807,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DUALFIST="#trait_dualfist" />
 			</effect>
 		</for>
@@ -820,7 +820,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POLE="#trait_pole" />
 			</effect>
 		</for>
@@ -833,7 +833,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DUAL="#trait_dual" />
 			</effect>
 		</for>
@@ -846,7 +846,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SWORD="#trait_sword" />
 			</effect>
 		</for>
@@ -859,7 +859,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" noicon="1" val="0">
+			<effect name="DefenceTrait">
 				<param DAGGER="#traits" />
 				<param RAPIER="#traits" />
 				<param DUALDAGGER="#traits" />
@@ -874,7 +874,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DAGGER="#traits" />
 				<param RAPIER="#traits" />
 				<param DUALDAGGER="#traits" />
@@ -911,7 +911,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<add order="0x40" stat="fireRes" val="#fire" />
 				<sub order="0x40" stat="waterRes" val="#water" />
 			</effect>
@@ -947,7 +947,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<add order="0x40" stat="earthRes" val="#earth" />
 				<sub order="0x40" stat="windRes" val="#wind" />
 			</effect>
@@ -983,7 +983,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<add order="0x40" stat="windRes" val="#wind" />
 				<sub order="0x40" stat="earthRes" val="#earth" />
 			</effect>
@@ -1019,7 +1019,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<add order="0x40" stat="holyRes" val="#holy" />
 				<sub order="0x40" stat="darkRes" val="#dark" />
 			</effect>
@@ -1055,7 +1055,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<add order="0x40" stat="darkRes" val="#dark" />
 				<sub order="0x40" stat="holyRes" val="#holy" />
 			</effect>
@@ -1077,7 +1077,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="#speed" />
 			</effect>
 		</for>
@@ -1120,7 +1120,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtkDef" />
 				<mul order="0x30" stat="pDef" val="#pAtkDef" />
 			</effect>
@@ -1142,7 +1142,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4473" levels="12" name="Stun">
@@ -1170,8 +1170,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4474" levels="5" name="Area Heal - Per">
@@ -1184,7 +1184,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="#amount" />
+			<effect name="HealPercent" val="#amount" />
 		</for>
 	</skill>
 	<skill id="4475" levels="1" name="Perfect Resist Bleeding">
@@ -1204,7 +1204,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="100" />
 			</effect>
 		</for>
@@ -1232,7 +1232,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="SilentMove" abnormalVisualEffect="stealth" val="0" />
+			<effect name="SilentMove" abnormalVisualEffect="stealth" />
 		</for>
 	</skill>
 	<skill id="4477" levels="12" name="NPC Frost Wall">
@@ -1258,7 +1258,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4478" levels="1" name="Ice Fairy Aqua Splash">
@@ -1276,7 +1276,7 @@
 		<set name="power" val="183" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4479" levels="1" name="Ice Fairy Resist Cold">
@@ -1299,7 +1299,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterRes" val="50" />
 			</effect>
 		</for>
@@ -1324,7 +1324,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="mDef" val="0.8" />
 			</effect>
 		</for>
@@ -1349,7 +1349,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.7" />
 			</effect>
 		</for>
@@ -1369,8 +1369,8 @@
 		<set name="operateType" val="A2" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Mute" val="0" />
-			<effect name="PhysicalMute" noicon="1" val="0" />
+			<effect name="Mute" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="4483" levels="12" name="Hold">
@@ -1399,7 +1399,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="4484" levels="1" name="Eating Follower Heal">
@@ -1412,7 +1412,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="50" />
+			<effect name="HealPercent" val="50" />
 		</for>
 	</skill>
 	<skill id="4485" levels="1" name="Eating Follower">
@@ -1455,7 +1455,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="#pdef" />
 			</effect>
 		</for>
@@ -1489,7 +1489,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="mDef" val="#mdef" />
 			</effect>
 		</for>
@@ -1516,7 +1516,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="4489" levels="12" name="NPC Death MP Bomb">
@@ -1532,7 +1532,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 	<skill id="4490" levels="12" name="NPC Holy Wall">
@@ -1558,7 +1558,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4491" levels="12" name="Holy Weapon">
@@ -1586,8 +1586,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Buff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Buff">
 				<add order="0x40" stat="holyPower" val="20" />
 			</effect>
 		</for>
@@ -1615,8 +1615,8 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="PhysicalAttack" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="4493" levels="12" name="NPC Debuff Shield Slow">
@@ -1640,7 +1640,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="50" />
@@ -1671,7 +1671,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4496" levels="12" name="Stun">
@@ -1697,8 +1697,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4497" levels="1" name="Treasure Chest - Level 21">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/04500-04599.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/04500-04599.xml
index c0f7546b76d736ce531d775274e08975ff7ddbb5..ebb0f3e8aa7aea211ba178cfe8a732b97ff86518 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/04500-04599.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/04500-04599.xml
@@ -117,7 +117,7 @@
 		<set name="power" val="100" /> <!-- Base Land Rate -->
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Petrification" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="4516" levels="1" name="Orfen Heal">
@@ -135,7 +135,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="5600" />
+			<effect name="Heal" val="5600" />
 		</for>
 	</skill>
 	<skill id="4517" levels="1" name="Quest - BOSS Defend">
@@ -143,7 +143,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<mul order="0x30" stat="pAtk" val="0.5" />
 				<mul order="0x30" stat="pDef" val="10" />
@@ -155,7 +155,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.3" />
 				<mul order="0x30" stat="pAtk" val="1.3" />
 				<mul order="0x30" stat="pDef" val="0.5" />
@@ -167,10 +167,10 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="0.5" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param BOW="90" />
 			</effect>
 		</for>
@@ -180,10 +180,10 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param BOW="-10" />
 			</effect>
 		</for>
@@ -193,7 +193,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SWORD="100" />
 				<param BLUNT="100" />
 				<param DAGGER="100" />
@@ -218,7 +218,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="1">
 					<player behind="true" />
 				</basemul>
@@ -238,7 +238,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="30" />
 			</effect>
 		</for>
@@ -254,7 +254,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="4525" levels="1" name="Quest - BOSS Defend">
@@ -262,11 +262,11 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="10" />
 				<mul order="0x30" stat="mDef" val="10" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SLEEP="70" />
 			</effect>
 		</for>
@@ -277,7 +277,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="10" />
+			<effect name="HealPercent" val="10" />
 		</for>
 	</skill>
 	<skill id="4527" levels="1" name="Quest - BOSS Inc HP to Summoned">
@@ -293,10 +293,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.3" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="30" />
+			<effect name="HealPercent" val="30" />
 		</for>
 	</skill>
 	<skill id="4528" levels="1" name="Quest - BOSS Movement to Summoned">
@@ -312,7 +312,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -327,7 +327,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4530" levels="1" name="Quest - Summoned HP Heal">
@@ -339,7 +339,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="5" />
+			<effect name="HealPercent" val="5" />
 		</for>
 	</skill>
 	<skill id="4531" levels="1" name="Quest - Summoned MP Heal">
@@ -351,7 +351,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="ManaHealPercent" noicon="1" val="5" />
+			<effect name="ManaHealPercent" val="5" />
 		</for>
 	</skill>
 	<skill id="4532" levels="1" name="Quest - BOSS Reflect">
@@ -359,7 +359,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="100" />
 				<mul order="0x30" stat="mDef" val="10" />
 			</effect>
@@ -381,7 +381,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<sub order="0x40" stat="accCombat" val="40" />
 			</effect>
@@ -403,7 +403,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.7" />
 				<sub order="0x40" stat="rEvas" val="40" />
 			</effect>
@@ -425,7 +425,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.5" />
 				<mul order="0x30" stat="pAtk" val="0.5" />
 			</effect>
@@ -447,7 +447,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<sub order="0x40" stat="accCombat" val="40" />
 			</effect>
@@ -469,7 +469,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.7" />
 				<sub order="0x40" stat="rEvas" val="40" />
 			</effect>
@@ -491,7 +491,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.5" />
 				<mul order="0x30" stat="pAtk" val="0.5" />
 			</effect>
@@ -514,7 +514,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<sub order="0x40" stat="accCombat" val="40" />
 			</effect>
@@ -537,7 +537,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.5" />
 				<mul order="0x30" stat="runSpd" val="0.5" />
 			</effect>
@@ -560,7 +560,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.5" />
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="mAtk" val="0.5" />
@@ -572,7 +572,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="90" />
 				<param SHOCK="-90" />
 			</effect>
@@ -583,7 +583,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="-10" />
 			</effect>
 		</for>
@@ -602,7 +602,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
@@ -614,7 +614,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="100" />
 				<mul order="0x30" stat="pDef" val="10" />
 				<mul order="0x30" stat="runSpd" val="0.7" />
@@ -644,7 +644,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0" />
+			<effect name="Debuff" />
 		</for>
 	</skill>
 	<skill id="4548" levels="1" name="Quest - Dispel Watcher Gaze">
@@ -656,7 +656,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="WATCHER_GAZE,1" />
 			</effect>
 		</for>
@@ -696,7 +696,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0" abnormalVisualEffect="poison">
+			<effect name="Debuff" abnormalVisualEffect="poison">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 				<add order="0x40" stat="rCrit" val="#rCrit" />
 			</effect>
@@ -723,7 +723,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0" abnormalVisualEffect="poison">
+			<effect name="Debuff" abnormalVisualEffect="poison">
 				<sub order="0x40" stat="rEvas" val="#rEvas" />
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
@@ -750,7 +750,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0" abnormalVisualEffect="poison">
+			<effect name="Debuff" abnormalVisualEffect="poison">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
@@ -777,7 +777,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0" abnormalVisualEffect="poison">
+			<effect name="Debuff" abnormalVisualEffect="poison">
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="#MpConsumeRate" />
 			</effect>
@@ -788,7 +788,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="20" />
 				<param BLEED="20" />
 				<param HOLD="20" />
@@ -809,7 +809,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SPA_DISEASE_A,10;SPA_DISEASE_D,10" />
 			</effect>
 		</for>
@@ -826,7 +826,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SPA_DISEASE_B,10;SPA_DISEASE_D,10" />
 			</effect>
 		</for>
@@ -843,7 +843,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SPA_DISEASE_C,10;SPA_DISEASE_D,10" />
 			</effect>
 		</for>
@@ -862,7 +862,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="4560" levels="12" name="NPC Fire Burn">
@@ -883,7 +883,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4561" levels="12" name="NPC Fire Burn - Magic">
@@ -903,7 +903,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4562" levels="12" name="NPC Solar Flare">
@@ -926,7 +926,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4563" levels="12" name="NPC Solar Flare - Magic">
@@ -948,7 +948,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4564" levels="12" name="NPC Solar Flare - Slow">
@@ -970,7 +970,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4565" levels="12" name="NPC Eruption">
@@ -992,7 +992,7 @@
 		<set name="reuseDelay" val="20000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4566" levels="12" name="NPC Eruption - Magic">
@@ -1013,7 +1013,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4567" levels="12" name="NPC Eruption - Slow">
@@ -1034,7 +1034,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4568" levels="12" name="NPC AE Solar Flare">
@@ -1058,7 +1058,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4569" levels="12" name="NPC AE Solar Flare - Magic">
@@ -1081,7 +1081,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4570" levels="12" name="NPC AE Solar Flare - Slow">
@@ -1104,7 +1104,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4571" levels="12" name="NPC Blazing Circle">
@@ -1124,7 +1124,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4572" levels="12" name="NPC Triple Sonic Slash">
@@ -1144,7 +1144,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4573" levels="12" name="NPC Sonic Blaster">
@@ -1163,7 +1163,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4574" levels="12" name="NPC Sonic Storm">
@@ -1183,7 +1183,7 @@
 		<set name="reuseDelay" val="20000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4575" levels="2" name="NPC Clan Buff - Haste">
@@ -1207,7 +1207,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -1233,7 +1233,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="#reflectDam" />
 			</effect>
 		</for>
@@ -1265,7 +1265,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
@@ -1288,7 +1288,7 @@
 		<set name="power" val="100" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Petrification" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="4579" levels="12" name="Bleed">
@@ -1318,7 +1318,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 			<effect name="DamOverTime" ticks="3" val="#damage" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
@@ -1348,7 +1348,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -1376,7 +1376,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="4582" levels="12" name="Poison">
@@ -1432,7 +1432,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -1461,8 +1461,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -1494,7 +1494,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Grow" val="0">
+			<effect name="Grow">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
@@ -1531,7 +1531,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="rEvas" val="#rEvas" />
 			</effect>
 		</for>
@@ -1563,7 +1563,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -1595,7 +1595,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
@@ -1632,7 +1632,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -1662,7 +1662,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -1692,7 +1692,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -1724,7 +1724,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -1755,7 +1755,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -1786,7 +1786,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -1813,7 +1813,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
@@ -1929,7 +1929,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/04600-04699.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/04600-04699.xml
index bc8932dcb08acd03f91c84749e35b905b8eff656..6d50d81662976fb1884b02f9203ba001066308c8 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/04600-04699.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/04600-04699.xml
@@ -24,8 +24,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -50,7 +50,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 			</effect>
@@ -83,8 +83,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -115,7 +115,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -146,8 +146,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -181,8 +181,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<sub order="0x40" stat="fireRes" val="#fireRes" />
 				<add order="0x40" stat="waterRes" val="#waterRes" />
 			</effect>
@@ -214,7 +214,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="poison" />
 		</for>
 	</skill>
@@ -231,7 +231,7 @@
 		<set name="power" val="187" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4608" levels="2" name="NPC Clan Buff - Berserk">
@@ -259,7 +259,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
@@ -289,7 +289,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="#absorbDam" /> <!-- absorb HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -313,7 +313,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 			</effect>
 		</for>
@@ -337,7 +337,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="#cAtk" />
 			</effect>
 		</for>
@@ -359,7 +359,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4613" levels="12" name="NPC Clan Heal">
@@ -376,7 +376,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="4614" levels="12" name="NPC Death Bomb">
@@ -393,7 +393,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4615" levels="12" name="Bleed">
@@ -438,7 +438,7 @@
 		<set name="power" val="100" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Petrification" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="4617" levels="1" name="Dispel Petrification">
@@ -451,7 +451,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="TURN_STONE,2" />
 			</effect>
 		</for>
@@ -469,7 +469,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -485,7 +485,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SLEEP,1" />
 			</effect>
 		</for>
@@ -514,7 +514,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="4621" levels="12" name="NPC AE - 80% HP Drain">
@@ -535,7 +535,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.8" />
+			<effect name="HpDrain" val="0.8" />
 		</for>
 	</skill>
 	<skill id="4622" levels="12" name="NPC AE - 80% HP Drain - Magic">
@@ -556,7 +556,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.8" />
+			<effect name="HpDrain" val="0.8" />
 		</for>
 	</skill>
 	<skill id="4623" levels="12" name="NPC AE - 80% HP Drain - Slow">
@@ -576,7 +576,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.8" />
+			<effect name="HpDrain" val="0.8" />
 		</for>
 	</skill>
 	<skill id="4624" levels="12" name="Decrease HP Regeneration Rate">
@@ -599,7 +599,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="healEffect" val="0" />
 			</effect>
 		</for>
@@ -626,7 +626,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -649,7 +649,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -672,7 +672,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="#mDef" />
 			</effect>
 		</for>
@@ -701,7 +701,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
+			<effect name="HpDrain" val="0.2" />
 		</for>
 	</skill>
 	<skill id="4630" levels="12" name="NPC MR - Twister">
@@ -722,7 +722,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4631" levels="3" name="NPC Buff - Acumen Shield WildMagic">
@@ -745,7 +745,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 				<basemul order="0x30" stat="mCritRate" val="#mCritRate" />
@@ -772,7 +772,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 				<basemul order="0x30" stat="mCritRate" val="#mCritRate" />
@@ -803,7 +803,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
@@ -834,7 +834,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 				<add order="0x40" stat="reflectDam" val="#reflect" />
@@ -866,7 +866,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
@@ -903,7 +903,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
@@ -935,7 +935,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 				<basemul order="0x30" stat="mCritRate" val="#mCritRate" />
 				<add order="0x40" stat="reflectDam" val="#reflect" />
@@ -963,7 +963,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 				<basemul order="0x30" stat="mCritRate" val="#mCritRate" />
@@ -995,7 +995,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
@@ -1031,7 +1031,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SLEEP" />
 		<for>
-			<effect name="Sleep" val="0" />
+			<effect name="Sleep" />
 		</for>
 	</skill>
 	<skill id="4641" levels="12" name="NPC Super Strike">
@@ -1049,7 +1049,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4642" levels="9" name="NPC Fast Spell Casting">
@@ -1087,8 +1087,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -1108,7 +1108,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -1128,7 +1128,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 			</effect>
 		</for>
@@ -1148,7 +1148,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="#cAtk" />
 			</effect>
 		</for>
@@ -1168,7 +1168,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -1188,7 +1188,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -1229,7 +1229,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="ROOT_MAGICALLY,1" />
 			</effect>
 		</for>
@@ -1248,7 +1248,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="#dispelAbnormals" />
 			</effect>
 		</for>
@@ -1263,7 +1263,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SILENCE,1" />
 			</effect>
 		</for>
@@ -1283,7 +1283,7 @@
 		<set name="reuseDelay" val="20000" />
 		<set name="targetType" val="CORPSE" />
 		<for>
-			<effect name="Heal" noicon="1" val="#heal" />
+			<effect name="Heal" val="#heal" />
 		</for>
 	</skill>
 	<skill id="4654" levels="12" name="NPC Death Link">
@@ -1302,7 +1302,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DeathLink" noicon="1" val="0" />
+			<effect name="DeathLink" />
 		</for>
 	</skill>
 	<skill id="4655" levels="12" name="NPC Death Link - Magic">
@@ -1320,7 +1320,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DeathLink" noicon="1" val="0" />
+			<effect name="DeathLink" />
 		</for>
 	</skill>
 	<skill id="4656" levels="12" name="NPC Death Link - Slow">
@@ -1338,7 +1338,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DeathLink" noicon="1" val="0" />
+			<effect name="DeathLink" />
 		</for>
 	</skill>
 	<skill id="4657" levels="12" name="Hold">
@@ -1368,8 +1368,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
-			<effect name="Root" val="0" />
+			<effect name="HpDrain" val="0.2" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="4658" levels="12" name="Hold">
@@ -1398,8 +1398,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
-			<effect name="Root" val="0" />
+			<effect name="HpDrain" val="0.2" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="4659" levels="12" name="Hold">
@@ -1428,8 +1428,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
-			<effect name="Root" val="0" />
+			<effect name="HpDrain" val="0.2" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="4660" levels="12" name="Sleep">
@@ -1460,8 +1460,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SLEEP" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
-			<effect name="Sleep" val="0" />
+			<effect name="HpDrain" val="0.2" />
+			<effect name="Sleep" />
 		</for>
 	</skill>
 	<skill id="4661" levels="12" name="Sleep">
@@ -1491,8 +1491,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SLEEP" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
-			<effect name="Sleep" val="0" />
+			<effect name="HpDrain" val="0.2" />
+			<effect name="Sleep" />
 		</for>
 	</skill>
 	<skill id="4662" levels="12" name="Sleep">
@@ -1522,8 +1522,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SLEEP" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.2" />
-			<effect name="Sleep" val="0" />
+			<effect name="HpDrain" val="0.2" />
+			<effect name="Sleep" />
 		</for>
 	</skill>
 	<skill id="4663" levels="1" name="NPC Hate">
@@ -1534,7 +1534,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TargetMeProbability" noicon="1" val="0">
+			<effect name="TargetMeProbability">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -1559,7 +1559,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="1" />
+			<effect name="HpDrain" val="1" />
 		</for>
 	</skill>
 	<skill id="4665" levels="12" name="NPC 100% HP Drain - Magic">
@@ -1581,7 +1581,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="1" />
+			<effect name="HpDrain" val="1" />
 		</for>
 	</skill>
 	<skill id="4666" levels="12" name="NPC 100% HP Drain - Slow">
@@ -1603,7 +1603,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="1" />
+			<effect name="HpDrain" val="1" />
 		</for>
 	</skill>
 	<skill id="4667" levels="12" name="NPC Strong 100% HP Drain">
@@ -1626,7 +1626,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="1" />
+			<effect name="HpDrain" val="1" />
 		</for>
 	</skill>
 	<skill id="4668" levels="12" name="NPC Strong 100% HP Drain - Magic">
@@ -1648,7 +1648,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="1" />
+			<effect name="HpDrain" val="1" />
 		</for>
 	</skill>
 	<skill id="4669" levels="12" name="NPC Strong 100% HP Drain - Slow">
@@ -1670,7 +1670,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="1" />
+			<effect name="HpDrain" val="1" />
 		</for>
 	</skill>
 	<skill id="4670" levels="12" name="Short Stun">
@@ -1696,7 +1696,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4671" levels="1" name="AV - Teleport">
@@ -1706,8 +1706,8 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TeleportToTarget" noicon="1" val="0" />
-			<effect name="TargetMe" val="0" />
+			<effect name="TeleportToTarget" />
+			<effect name="TargetMe" />
 		</for>
 	</skill>
 	<skill id="4672" levels="1" name="NPC Corpse Remove">
@@ -1733,7 +1733,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="PA_UP;BERSERKER;MA_UP;ATTACK_TIME_DOWN;DANCE_OF_FURY;SONG_OF_HUNTER" rate="#power" />
 			</effect>
 		</for>
@@ -1753,7 +1753,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="PD_UP;MAX_HP_UP;SPEED_UP;CASTING_TIME_DOWN;SONG_OF_EARTH;DANCE_OF_FIRE" rate="#power" />
 			</effect>
 		</for>
@@ -1773,7 +1773,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="HIT_UP;CRITICAL_PROB_UP;CRITICAL_DMG_UP;ATTACK_TIME_DOWN" rate="#power" />
 			</effect>
 		</for>
@@ -1793,7 +1793,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="MA_UP;BERSERKER;CASTING_TIME_DOWN;MAX_MP_UP" rate="#power" />
 			</effect>
 		</for>
@@ -1813,7 +1813,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="MAX_HP_UP;SHIELD_PROB_UP;VAMPIRIC_ATTACK;MD_UP" rate="#power" />
 			</effect>
 		</for>
@@ -1833,7 +1833,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="RESIST_DERANGEMENT;MAX_HP_UP;CANCEL_PROB_DOWN;SPEED_UP" rate="#power" />
 			</effect>
 		</for>
@@ -1846,7 +1846,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param VALAKAS="-8" />
 				<set order="0x08" stat="debuffImmunity" val="1" />
 			</effect>
@@ -1864,7 +1864,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="10" />
 				<mul order="0x30" stat="mDef" val="10" />
 			</effect>
@@ -1890,7 +1890,7 @@
 		<set name="targetType" val="FRONT_AREA" />
 		<set name="trait" val="VALAKAS" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4682" levels="1" name="Valakas Trample">
@@ -1913,7 +1913,7 @@
 		<set name="targetType" val="FRONT_AREA" />
 		<set name="trait" val="VALAKAS" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4683" levels="1" name="Valakas Dragon Breath">
@@ -1942,7 +1942,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="216" abnormalVisualEffect="flame" />
 		</for>
 	</skill>
@@ -1972,7 +1972,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="216" abnormalVisualEffect="flame" />
 		</for>
 	</skill>
@@ -1993,7 +1993,7 @@
 		<set name="power" val="48391" />
 		<set name="targetType" val="BEHIND_AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4686" levels="1" name="Valakas Tail Stomp">
@@ -2010,7 +2010,7 @@
 		<set name="power" val="157" />
 		<set name="targetType" val="BEHIND_AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4687" levels="1" name="Valakas Tail Stomp">
@@ -2050,9 +2050,9 @@
 		<set name="targetType" val="BEHIND_AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="ThrowUp" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="ThrowUp" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4689" levels="2" name="Valakas Fear">
@@ -2084,7 +2084,7 @@
 		<set name="targetType" val="FRONT_AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="4690" levels="1" name="Valakas Meteor Storm">
@@ -2101,7 +2101,7 @@
 		<set name="power" val="1084" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4691" levels="5" name="Valakas Regeneration">
@@ -2117,7 +2117,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="#regHp" />
 			</effect>
 		</for>
@@ -2133,7 +2133,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Grow" val="0" />
+			<effect name="Grow" />
 		</for>
 	</skill>
 	<skill id="4693" levels="1" name="Quest BOSS Dispel Big Body">
@@ -2144,7 +2144,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="BIG_BODY,1" />
 			</effect>
 		</for>
@@ -2161,7 +2161,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.55" />
 				<sub order="0x40" stat="accCombat" val="4" />
 				<sub order="0x40" stat="rEvas" val="4" />
@@ -2184,7 +2184,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.2" />
 			</effect>
 		</for>
@@ -2201,7 +2201,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.2" />
 				<mul order="0x30" stat="mDef" val="0.2" />
 			</effect>
@@ -2235,7 +2235,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="#regHp" />
 			</effect>
 		</for>
@@ -2266,7 +2266,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 				<mul order="0x30" stat="cAtk" val="#cAtk" />
 			</effect>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/04700-04799.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/04700-04799.xml
index 014d974ca22554f319858e7543eec9a98619fca8..28994ce25fe45e78324a810bb3bb24a5184de831 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/04700-04799.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/04700-04799.xml
@@ -24,7 +24,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
@@ -45,7 +45,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="ATTACK_TIME_UP;HIT_DOWN;PA_DOWN" rate="#power" />
 			</effect>
 		</for>
@@ -73,7 +73,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regMp" val="#regMp" />
 			</effect>
 		</for>
@@ -101,7 +101,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mReuse" val="#mReuse" />
 			</effect>
 		</for>
@@ -121,7 +121,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="SLEEP;ROOT_MAGICALLY;STUN;PARALYZE;SILENCE" rate="#power" />
 			</effect>
 		</for>
@@ -161,11 +161,11 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="mDef" val="#mpDef" />
 				<mul order="0x30" stat="pDef" val="#mpDef" />
 			</effect>
-			<effect name="TargetMeProbability" noicon="1" val="0">
+			<effect name="TargetMeProbability">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -206,11 +206,11 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="mDef" val="#mpDef" />
 				<mul order="0x30" stat="pDef" val="#mpDef" />
 			</effect>
-			<effect name="TargetMeProbability" noicon="1" val="0">
+			<effect name="TargetMeProbability">
 				<param chance="40" />
 			</effect>
 		</for>
@@ -234,7 +234,7 @@
 		<!-- NOTE: skill description mention party members, but is client typo, it could affect any single target -->
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="#heal" />
+			<effect name="Heal" val="#heal" />
 		</for>
 	</skill>
 	<skill id="4708" levels="10" name="Cursed Strike">
@@ -262,8 +262,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4709" levels="10" name="Cursed Blow">
@@ -284,7 +284,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4710" levels="12" name="Wild Stun">
@@ -313,8 +313,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4711" levels="12" name="Wild Defense">
@@ -337,7 +337,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ImmobileBuff" val="0">
+			<effect name="ImmobileBuff">
 				<mul order="0x30" stat="mDef" val="5" />
 				<mul order="0x30" stat="pDef" val="5" />
 				<mul order="0x30" stat="pAtkSpd" val="0.3" />
@@ -363,7 +363,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="4713" levels="12" name="Bright Heal">
@@ -382,7 +382,7 @@
 		<set name="reuseDelay" val="12000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="4714" levels="1" name="Twilight Dragon">
@@ -423,7 +423,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Heal" noicon="1" val="#effectPoints" />
+			<effect name="Heal" val="#effectPoints" />
 		</for>
 	</skill>
 	<skill id="4718" levels="12" name="Greater Heal Trick">
@@ -443,7 +443,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Heal" noicon="1" val="#effectPoints" />
+			<effect name="Heal" val="#effectPoints" />
 		</for>
 	</skill>
 	<skill id="4719" levels="12" name="BOSS Strike">
@@ -462,7 +462,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4720" levels="12" name="BOSS Strike">
@@ -481,7 +481,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4721" levels="12" name="BOSS Strike">
@@ -500,7 +500,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4722" levels="12" name="BOSS Strike">
@@ -519,7 +519,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4723" levels="12" name="BOSS Strike">
@@ -538,7 +538,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4724" levels="12" name="Stun">
@@ -564,8 +564,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4725" levels="12" name="Stun">
@@ -591,8 +591,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4726" levels="12" name="Stun">
@@ -618,8 +618,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4727" levels="12" name="Stun">
@@ -645,8 +645,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4728" levels="12" name="Stun">
@@ -672,8 +672,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4729" levels="12" name="BOSS Mortal Blow">
@@ -693,7 +693,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4730" levels="12" name="BOSS Mortal Blow">
@@ -713,7 +713,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4731" levels="12" name="BOSS Mortal Blow">
@@ -733,7 +733,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4732" levels="12" name="BOSS Mortal Blow">
@@ -753,7 +753,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4733" levels="12" name="BOSS Mortal Blow">
@@ -773,7 +773,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4734" levels="12" name="BOSS Spinning Slash">
@@ -791,7 +791,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4735" levels="12" name="BOSS Spinning Slash">
@@ -809,7 +809,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4736" levels="12" name="BOSS Spinning Slash">
@@ -827,7 +827,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4737" levels="12" name="BOSS Spinning Slash">
@@ -845,7 +845,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4738" levels="12" name="BOSS Spinning Slash">
@@ -863,7 +863,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4739" levels="12" name="BOSS Strike">
@@ -882,7 +882,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4740" levels="12" name="BOSS Strike">
@@ -901,7 +901,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4741" levels="12" name="BOSS Strike">
@@ -920,7 +920,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4742" levels="12" name="BOSS Strike">
@@ -939,7 +939,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4743" levels="12" name="BOSS Strike">
@@ -958,7 +958,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4744" levels="12" name="Stun">
@@ -984,8 +984,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4745" levels="12" name="Stun">
@@ -1011,8 +1011,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4746" levels="12" name="Stun">
@@ -1038,8 +1038,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4747" levels="12" name="Stun">
@@ -1065,8 +1065,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4748" levels="12" name="Stun">
@@ -1092,8 +1092,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4749" levels="12" name="BOSS Mortal Blow">
@@ -1113,7 +1113,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4750" levels="12" name="BOSS Mortal Blow">
@@ -1133,7 +1133,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4751" levels="12" name="BOSS Mortal Blow">
@@ -1153,7 +1153,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4752" levels="12" name="BOSS Mortal Blow">
@@ -1173,7 +1173,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4753" levels="12" name="BOSS Mortal Blow">
@@ -1193,7 +1193,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="4754" levels="12" name="BOSS Power Shot">
@@ -1211,7 +1211,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4755" levels="12" name="BOSS Power Shot">
@@ -1229,7 +1229,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4756" levels="12" name="BOSS Power Shot">
@@ -1247,7 +1247,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4757" levels="12" name="BOSS Power Shot">
@@ -1265,7 +1265,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4758" levels="12" name="BOSS Power Shot">
@@ -1283,7 +1283,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4759" levels="12" name="Stun">
@@ -1308,8 +1308,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4760" levels="12" name="Stun">
@@ -1334,8 +1334,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4761" levels="12" name="Stun">
@@ -1360,8 +1360,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4762" levels="12" name="Stun">
@@ -1386,8 +1386,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4763" levels="12" name="Stun">
@@ -1412,8 +1412,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4764" levels="12" name="BOSS Power Shot">
@@ -1431,7 +1431,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4765" levels="12" name="BOSS Power Shot">
@@ -1449,7 +1449,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4766" levels="12" name="BOSS Power Shot">
@@ -1467,7 +1467,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4767" levels="12" name="BOSS Power Shot">
@@ -1485,7 +1485,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4768" levels="12" name="BOSS Power Shot">
@@ -1503,7 +1503,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4769" levels="12" name="Stun">
@@ -1528,8 +1528,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4770" levels="12" name="Stun">
@@ -1554,8 +1554,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4771" levels="12" name="Stun">
@@ -1580,8 +1580,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4772" levels="12" name="Stun">
@@ -1606,8 +1606,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4773" levels="12" name="Stun">
@@ -1632,8 +1632,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="4774" levels="12" name="BOSS Spear Attack">
@@ -1651,7 +1651,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4775" levels="12" name="BOSS Spear Attack">
@@ -1669,7 +1669,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4776" levels="12" name="BOSS Spear Attack">
@@ -1687,7 +1687,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4777" levels="12" name="BOSS Spear Attack">
@@ -1705,7 +1705,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4778" levels="12" name="BOSS Spear Attack">
@@ -1723,7 +1723,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4779" levels="12" name="BOSS Heal">
@@ -1741,7 +1741,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="CLAN_MEMBER" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="4780" levels="12" name="BOSS Heal">
@@ -1759,7 +1759,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="CLAN_MEMBER" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="4781" levels="12" name="BOSS Heal">
@@ -1777,7 +1777,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="CLAN_MEMBER" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="4782" levels="12" name="BOSS Heal">
@@ -1795,7 +1795,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="CLAN_MEMBER" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="4783" levels="12" name="BOSS Heal">
@@ -1813,7 +1813,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="CLAN_MEMBER" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="4784" levels="12" name="BOSS Chant of Life">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/04900-04999.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/04900-04999.xml
index 42becc6f9b81cd1fe7518cb116d66d683d25b1f8..aa991ee6213df68eea7d5ad4eb0bfb0ff5034e92 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/04900-04999.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/04900-04999.xml
@@ -675,7 +675,7 @@
 		<set name="power" val="57742" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4994" levels="1" name="Venom - Sonic Storm">
@@ -693,7 +693,7 @@
 		<set name="reuseDelay" val="20000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="4995" levels="1" name="Venom - Teleport">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/05000-05099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/05000-05099.xml
index 645679728a13a0c3c006986da222408fd08be894..a15ea18190e2aef64683a52184449e4928fe2b0b 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/05000-05099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/05000-05099.xml
@@ -12,7 +12,7 @@
 		<set name="power" val="10000000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5001" levels="1" name="Alfred - Life Drain">
@@ -27,7 +27,7 @@
 		<set name="power" val="111" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.8" />
+			<effect name="HpDrain" val="0.8" />
 		</for>
 	</skill>
 	<skill id="5002" levels="1" name="Giselle - Vampiric Rage">
@@ -44,7 +44,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -65,7 +65,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5004" levels="1" name="Dimensional Stun">
@@ -89,9 +89,9 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="ThrowUp" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="ThrowUp" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5005" levels="1" name="Frintezza's Ghost Summoning">
@@ -108,7 +108,7 @@
 		<set name="operateType" val="A2" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="5006" levels="1" name="Frintezza's Melody">
@@ -166,7 +166,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="#traits" />
 		<for>
-			<effect name="#effectname1" val="0">
+			<effect name="#effectname1">
 				<mul order="0x30" stat="pAtk" val="#attackAndSpeed" />
 				<mul order="0x30" stat="mAtk" val="#attackAndSpeed" />
 				<mul order="0x30" stat="pAtkSpd" val="#attackAndSpeed" />
@@ -174,10 +174,10 @@
 				<add order="0x40" stat="runSpd" val="#attackAndSpeed" />
 				<mul order="0x30" stat="healEffect" val="#healEffect" />
 			</effect>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="#activateRate" max="#maxNegated" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="#healPercent" />
+			<effect name="HealPercent" val="#healPercent" />
 		</for>
 	</skill>
 	<skill id="5009" levels="1" name="Frintezza's Ghostly Fighter">
@@ -195,7 +195,7 @@
 		<set name="power" val="6400" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5010" levels="1" name="Frintezza's Ghostly Mage">
@@ -214,7 +214,7 @@
 		<set name="power" val="106" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5011" levels="1" name="Frintezza's Bomber Ghost">
@@ -231,7 +231,7 @@
 		<set name="power" val="364" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5012" levels="1" name="Breath of Scarlet">
@@ -255,7 +255,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" abnormalVisualEffect="dancestun" />
+			<effect name="Stun" abnormalVisualEffect="dancestun" />
 		</for>
 	</skill>
 	<skill id="5013" levels="1" name="Frintezza Ghost Drain">
@@ -272,7 +272,7 @@
 		<set name="power" val="61" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.8" />
+			<effect name="HpDrain" val="0.8" />
 		</for>
 	</skill>
 	<skill id="5014" levels="3" name="Frintezza's Daemon Attack">
@@ -296,7 +296,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5015" levels="6" name="Frintezza's Daemon Charge">
@@ -325,7 +325,7 @@
 			<player insideZoneId="5015" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5016" levels="1" name="Yoke of Scarlet">
@@ -351,7 +351,7 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Paralyze" val="0" abnormalVisualEffect="floatroot" />
+			<effect name="Paralyze" abnormalVisualEffect="floatroot" />
 		</for>
 	</skill>
 	<skill id="5017" levels="1" name="Frintezza's Daemon Morph">
@@ -370,10 +370,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Grow" val="0">
+			<effect name="Grow">
 				<mul order="0x30" stat="runSpd" val="1.22" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="20" />
+			<effect name="HealPercent" val="20" />
 		</for>
 	</skill>
 	<skill id="5018" levels="2" name="Frintezza's Daemon Field">
@@ -392,7 +392,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5019" levels="1" name="Frintezza's Daemon Drain">
@@ -409,7 +409,7 @@
 		<set name="power" val="314" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.8" />
+			<effect name="HpDrain" val="0.8" />
 		</for>
 	</skill>
 	<skill id="5020" levels="1" name="Forced Action">
@@ -648,7 +648,7 @@
 		<set name="stayAfterDeath" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="CharmOfCourage" noicon="1" val="0" />
+			<effect name="CharmOfCourage" />
 		</for>
 	</skill>
 	<skill id="5042" levels="12" name="NPC Dispel Bomb">
@@ -664,8 +664,8 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="MagicalAttack" />
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="25" max="20" />
 			</effect>
 		</for>
@@ -686,7 +686,7 @@
 		<set name="reuseDelay" val="7000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5044" levels="3" name="NPC Ultimate Defense">
@@ -711,7 +711,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ImmobileBuff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="ImmobileBuff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="pDef" val="#pDef" />
 				<add order="0x40" stat="mDef" val="#mDef" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
@@ -734,7 +734,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5046" levels="12" name="Castle Power Shot">
@@ -752,7 +752,7 @@
 		<set name="reuseDelay" val="20000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5047" levels="12" name="Castle Spinning Slash">
@@ -812,7 +812,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5052" levels="12" name="Castle Long AE Fire">
@@ -836,7 +836,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5053" levels="12" name="Castle DD Water">
@@ -856,7 +856,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5054" levels="12" name="Castle Self AE Water">
@@ -897,7 +897,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5057" levels="12" name="Castle Self AE Wind">
@@ -989,7 +989,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5066" levels="12" name="Castle Self AE Unholy">
@@ -1108,7 +1108,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5074" levels="1" name="The Victor of War">
@@ -1185,7 +1185,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 			</effect>
@@ -1208,7 +1208,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
@@ -1235,8 +1235,8 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
-			<effect name="PhysicalMute" val="0" />
+			<effect name="FatalBlow" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="5082" levels="4" name="NPC Spinning, Slashing Trick">
@@ -1251,7 +1251,7 @@
 		<set name="power" val="2112" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5083" levels="4" name="Stun">
@@ -1277,9 +1277,9 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
+			<effect name="TargetCancel">
 				<param chance="10" />
 			</effect>
 		</for>
@@ -1301,8 +1301,8 @@
 		<set name="power" val="6335" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
-			<effect self="1" name="Buff" val="0">
+			<effect name="FatalBlow" />
+			<effect self="1" name="Buff">
 				<param chance="80" />
 				<add order="0x40" stat="runSpd" val="40" />
 			</effect>
@@ -1352,7 +1352,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pDef" val="#pDef" />
@@ -1416,7 +1416,7 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="5093" levels="1" name="Antharas Meteor">
@@ -1436,7 +1436,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5094" levels="1" name="Antharas Subordinate Suicide ">
@@ -1452,7 +1452,7 @@
 		<set name="power" val="473" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5095" levels="1" name="Antharas Subordinate Melee Attack">
@@ -1467,7 +1467,7 @@
 		<set name="power" val="30215" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5096" levels="1" name="Antharas Subordinate Remote Attack">
@@ -1482,7 +1482,7 @@
 		<set name="power" val="88254" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5097" levels="1" name="Antharas Subordinate Suicide (Narrow Range)">
@@ -1498,7 +1498,7 @@
 		<set name="power" val="473" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5098" levels="2" name="Capture Penalty">
@@ -1514,7 +1514,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="-30" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/05100-05199.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/05100-05199.xml
index 069bfc74863ae5b55544347f820db325d6551697..7c6c18cb30cd2a542e8b0644a1cd16ff73b3343d 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/05100-05199.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/05100-05199.xml
@@ -51,7 +51,7 @@
 		<set name="operateType" val="A2" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul stat="pAtk" order="0x30" val="#pAtk" />
 			</effect>
 		</for>
@@ -70,7 +70,7 @@
 		<set name="operateType" val="A2" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul stat="mAtk" order="0x30" val="#mAtk" />
 			</effect>
 		</for>
@@ -88,7 +88,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="5107" levels="4" name="Capture B State">
@@ -104,7 +104,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="5108" levels="4" name="Capture C State">
@@ -120,7 +120,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="5109" levels="1" name="Production - Clan Gate">
@@ -159,7 +159,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5111" levels="1" name="Big Bang">
@@ -187,7 +187,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5112" levels="12" name="Stun">
@@ -214,7 +214,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5113" levels="12" name="Castle Self AE Dispell Buff">
@@ -230,7 +230,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="25" max="5" />
 			</effect>
 		</for>
@@ -259,7 +259,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="5115" levels="12" name="Cubic Hate">
@@ -273,7 +273,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TargetMeProbability" noicon="1" val="0">
+			<effect name="TargetMeProbability">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -297,8 +297,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Root" />
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
 		</for>
@@ -326,8 +326,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5118" levels="1" name="Cancel Sailren Use">
@@ -341,7 +341,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="25" max="5" />
 			</effect>
 		</for>
@@ -364,7 +364,7 @@
 		<set name="reuseDelay" val="17000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5120" levels="1" name="Stun">
@@ -389,8 +389,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5121" levels="1" name="Production - Corpse Revival">
@@ -412,7 +412,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.5" />
 			</effect>
 		</for>
@@ -429,7 +429,7 @@
 		<set name="operateType" val="A2" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pDef" val="1000" />
 				<add order="0x40" stat="mDef" val="800" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
@@ -444,7 +444,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="DANCE_OF_AQUA_GUARD;DANCE_OF_CONCENTRATION;DANCE_OF_CONCENTRATION;DANCE_OF_EARTH_GUARD;DANCE_OF_FIRE;DANCE_OF_FURY;DANCE_OF_INSPIRATION;DANCE_OF_LIGHT;DANCE_OF_MYSTIC;DANCE_OF_PROTECTION;DANCE_OF_SHADOW;DANCE_OF_SIREN;DANCE_OF_VAMPIRE;DANCE_OF_WARRIOR;SONG_OF_CHAMPION;SONG_OF_EARTH;SONG_OF_FLAME_GUARD;SONG_OF_HUNTER;SONG_OF_INVOCATION;SONG_OF_LIFE;SONG_OF_MEDITATION;SONG_OF_RENEWAL;SONG_OF_STORM_GUARD;SONG_OF_VENGEANCE;SONG_OF_VITALITY;SONG_OF_WARDING;SONG_OF_WATER;SONG_OF_WIND;DANCE_OF_BLADESTORM;DANCE_OF_ALIGNMENT;SONG_OF_ELEMENTAL;SONG_OF_WINDSTORM" rate="100" />
 			</effect>
 		</for>
@@ -461,7 +461,7 @@
 		<set name="operateType" val="A2" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="debuffVuln" val="60" />
 			</effect>
 		</for>
@@ -478,7 +478,7 @@
 		<set name="operateType" val="A2" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="1.4" />
 				<mul order="0x30" stat="regCp" val="1.4" />
 			</effect>
@@ -496,10 +496,10 @@
 		<set name="operateType" val="A2" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.2" />
 			</effect>
-			<effect name="FocusEnergy" noicon="1" val="7" />
+			<effect name="FocusEnergy" val="7" />
 		</for>
 	</skill>
 	<skill id="5128" levels="1" name="Maximize long-range weapon use">
@@ -514,7 +514,7 @@
 		<set name="operateType" val="A2" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.2">
 					<using kind="Bow,Crossbow" />
 				</mul>
@@ -536,7 +536,7 @@
 		<set name="operateType" val="A2" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="15" />
 				<mul order="0x30" stat="blowRate" val="1.2" />
 			</effect>
@@ -578,7 +578,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Unsummon" val="0">
+			<effect name="Unsummon">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -600,7 +600,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5136" levels="1" name="Spin Slash">
@@ -618,7 +618,7 @@
 		<set name="reuseDelay" val="17000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5137" levels="1" name="Hold of King">
@@ -645,8 +645,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Root" />
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
 		</for>
@@ -677,8 +677,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5139" levels="1" name="Tidal Wave">
@@ -702,7 +702,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5140" levels="1" name="Dark Curse">
@@ -751,7 +751,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5142" levels="1" name="Corpse Kaboom">
@@ -771,7 +771,7 @@
 		<set name="reuseDelay" val="20000" />
 		<set name="targetType" val="AREA_CORPSE_MOB" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5143" levels="1" name="Sailren Use Blow">
@@ -788,7 +788,7 @@
 		<set name="power" val="39544" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="5144" levels="1" name="Mirage">
@@ -802,7 +802,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0" />
+			<effect name="TargetCancel" />
 		</for>
 	</skill>
 	<skill id="5145" levels="1" name="Day of Doom">
@@ -818,7 +818,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.5" />
 				<mul order="0x30" stat="pDef" val="0.5" />
 				<mul order="0x30" stat="runSpd" val="0.5" />
@@ -848,7 +848,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="5147" levels="10" name="Blessed Body">
@@ -869,7 +869,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxHp" val="#maxHp" />
 			</effect>
 		</for>
@@ -892,7 +892,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="healEffect" val="#healEffect" />
 			</effect>
 		</for>
@@ -911,7 +911,7 @@
 		<set name="reuseDelay" val="300000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ManaHealByLevel" noicon="1" val="#amount" />
+			<effect name="ManaHealByLevel" val="#amount" />
 		</for>
 	</skill>
 	<skill id="5150" levels="10" name="Blessed Soul">
@@ -932,7 +932,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxMp" val="#maxMp" />
 			</effect>
 		</for>
@@ -954,7 +954,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="manaCharge" val="1" />
 			</effect>
 		</for>
@@ -973,7 +973,7 @@
 		<set name="reuseDelay" val="300000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="CpHeal" noicon="1" val="#amount" />
+			<effect name="CpHeal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="5153" levels="10" name="Cheer">
@@ -994,7 +994,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxCp" val="#maxCp" />
 			</effect>
 		</for>
@@ -1017,7 +1017,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -1040,7 +1040,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mAtk" val="#mAtk" />
 			</effect>
 		</for>
@@ -1062,7 +1062,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pvpPhysDmg" val="1.05" />
 				<mul order="0x30" stat="pvpPhysSkillsDmg" val="1.05" />
 			</effect>
@@ -1086,7 +1086,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -1109,7 +1109,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mDef" val="#mDef" />
 			</effect>
 		</for>
@@ -1137,7 +1137,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pvpPhysDmg" val="0.95" />
 				<mul order="0x30" stat="pvpPhysSkillsDmg" val="0.95" />
 			</effect>
@@ -1161,7 +1161,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="#rEvas" />
 			</effect>
 		</for>
@@ -1184,7 +1184,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
@@ -1207,7 +1207,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 			</effect>
 		</for>
@@ -1230,7 +1230,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="#mCritRate" />
 			</effect>
 		</for>
@@ -1252,7 +1252,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="AddHate" noicon="1" val="#power" />
+			<effect name="AddHate" val="#power" />
 		</for>
 	</skill>
 	<skill id="5166" levels="10" name="Slow">
@@ -1278,7 +1278,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -1306,7 +1306,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 			</effect>
 		</for>
@@ -1334,7 +1334,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5169" levels="10" name="Hold">
@@ -1360,8 +1360,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Root" />
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
 		</for>
@@ -1389,8 +1389,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SLEEP" />
 		<for>
-			<effect name="Sleep" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Sleep" />
+			<effect name="DefenceTrait">
 				<param SLEEP="100" />
 			</effect>
 		</for>
@@ -1418,7 +1418,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="5172" levels="10" name="Medusa">
@@ -1445,7 +1445,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Petrification" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="5173" levels="10" name="Fear">
@@ -1469,7 +1469,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" abnormalTime="20" val="0" />
+			<effect name="Fear" abnormalTime="20" />
 		</for>
 	</skill>
 	<skill id="5174" levels="10" name="Poison">
@@ -1552,7 +1552,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
+			<effect name="Mute" />
 		</for>
 	</skill>
 	<skill id="5177" levels="10" name="Doom">
@@ -1578,8 +1578,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
-			<effect name="PhysicalMute" noicon="1" val="0" />
+			<effect name="Mute" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="5178" levels="1" name="NPC Burn">
@@ -1594,7 +1594,7 @@
 		<set name="power" val="116" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5179" levels="1" name="Raid Boss - Level 80">
@@ -1633,7 +1633,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ProtectionBlessing" val="0" />
+			<effect name="ProtectionBlessing" />
 		</for>
 	</skill>
 	<skill id="5183" levels="1" name="Production: Dimensional Stun">
@@ -1648,7 +1648,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="ThrowUp" noicon="1" val="0" />
+			<effect name="ThrowUp" />
 		</for>
 	</skill>
 	<skill id="5184" levels="1" name="Production: Valakas Dragon Breath">
@@ -1678,7 +1678,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5186" levels="2" name="Pet Haste">
@@ -1704,7 +1704,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -1732,7 +1732,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="#absorbDam" />
 			</effect>
 		</for>
@@ -1761,7 +1761,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="#rate" />
 			</effect>
 		</for>
@@ -1790,7 +1790,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="#maxHp" />
 			</effect>
 		</for>
@@ -1819,7 +1819,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="#maxMp" />
 			</effect>
 		</for>
@@ -1848,7 +1848,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
@@ -1877,7 +1877,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="#runSpd" />
 			</effect>
 		</for>
@@ -1906,7 +1906,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
 			</effect>
 		</for>
@@ -1935,7 +1935,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 			</effect>
 		</for>
@@ -1966,7 +1966,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="5196" levels="3" name="Pet Wind Shackle">
@@ -1996,7 +1996,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 			</effect>
 		</for>
@@ -2028,7 +2028,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.77" />
 			</effect>
 		</for>
@@ -2060,7 +2060,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -2092,7 +2092,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="mDef" val="0.77" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/05200-05299.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/05200-05299.xml
index 143751c5be8dbfd1071a2e7a3c6718bb7f76801c..a352b9fe5a7a3e0a17dc2cbc4b3ba72ef8f997ae 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/05200-05299.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/05200-05299.xml
@@ -20,7 +20,7 @@
 		<set name="reuseDelay" val="12000" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="ManaHealByLevel" noicon="1" val="#amount" />
+			<effect name="ManaHealByLevel" val="#amount" />
 		</for>
 	</skill>
 	<skill id="5201" levels="6" name="Pet Concentration">
@@ -48,7 +48,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancel" val="#cancel" />
 			</effect>
 		</for>
@@ -77,7 +77,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5203" levels="12" name="Fear">
@@ -104,7 +104,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="5204" levels="1" name="Production-First Gigantic Pig Combination">
@@ -120,7 +120,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
+			<effect name="HealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="5206" levels="1" name="Decrease Speed">
@@ -147,7 +147,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.85" />
 			</effect>
 		</for>
@@ -176,7 +176,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.85" />
 			</effect>
 		</for>
@@ -195,7 +195,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -214,7 +214,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -233,7 +233,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 			</effect>
 		</for>
@@ -252,7 +252,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb 9% HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -271,7 +271,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="1.2" />
 			</effect>
 		</for>
@@ -290,7 +290,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.15" />
 			</effect>
 		</for>
@@ -309,7 +309,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.35" />
 			</effect>
 		</for>
@@ -328,7 +328,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -347,7 +347,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancel" val="18" />
 			</effect>
 		</for>
@@ -366,7 +366,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.55" />
 			</effect>
 		</for>
@@ -404,7 +404,7 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5220" levels="1" name="Fear of giant mutated animal">
@@ -430,7 +430,7 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="5221" levels="1" name="Balor - Physical Close Range Weak Point">
@@ -440,7 +440,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLUNT="-70" />
 				<param DAGGER="-70" />
 				<param SWORD="-70" />
@@ -458,7 +458,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="-70" />
 			</effect>
 		</for>
@@ -470,7 +470,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="0.3" />
 			</effect>
 		</for>
@@ -490,7 +490,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.5" />
 				<mul order="0x30" stat="pDef" val="1.5" />
 			</effect>
@@ -511,7 +511,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
+			<effect name="Invincible" special="invincible" />
 		</for>
 	</skill>
 	<skill id="5226" levels="1" name="Imprison">
@@ -541,7 +541,7 @@
 		<set name="power" val="5800" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5228" levels="1" name="Jump Attack">
@@ -558,7 +558,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5229" levels="1" name="Strong Punch">
@@ -586,9 +586,9 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
-			<effect name="ThrowUp" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
+			<effect name="ThrowUp" />
 		</for>
 	</skill>
 	<skill id="5230" levels="1" name="Stun">
@@ -612,8 +612,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5231" levels="1" name="Stun">
@@ -637,8 +637,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5232" levels="1" name="Stun">
@@ -662,8 +662,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5233" levels="1" name="Weight Spin Attack - Weak">
@@ -678,7 +678,7 @@
 		<set name="power" val="4563" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5234" levels="1" name="Weight Spin Attack - Mid">
@@ -693,7 +693,7 @@
 		<set name="power" val="7685" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5235" levels="1" name="Weight Spin Attack - Strong">
@@ -708,7 +708,7 @@
 		<set name="power" val="13688" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5236" levels="1" name="Speed Up">
@@ -725,7 +725,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -744,7 +744,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
 		</for>
@@ -776,8 +776,8 @@
 		<set name="saveVs" val="CON" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Paralyze" val="0" />
+			<effect name="MagicalAttack" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="5239" levels="5" name="Event Timer">
@@ -797,7 +797,7 @@
 		<set name="stayAfterDeath" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="5240" levels="1" name="Stun">
@@ -823,8 +823,8 @@
 		<set name="targetType" val="FRONT_AREA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5241" levels="1" name="Stun">
@@ -849,8 +849,8 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5242" levels="1" name="Sickness">
@@ -874,7 +874,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0" abnormalVisualEffect="earthquake" />
+			<effect name="Debuff" abnormalVisualEffect="earthquake" />
 		</for>
 	</skill>
 	<skill id="5243" levels="1" name="Blind">
@@ -905,10 +905,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
-			<effect name="Buff" noicon="1" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -924,10 +924,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.15" />
 			</effect>
-			<effect name="Buff" noicon="1" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.15" />
 			</effect>
 		</for>
@@ -951,7 +951,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5247" levels="12" name="Seed of Darkness">
@@ -985,7 +985,7 @@
 		<set name="trait" val="BLEED" />
 		<for>
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="poison" />
-			<effect name="ChanceSkillTrigger" noicon="1" val="0" triggeredId="5248" triggeredLevel="#triggeredLevel" chanceType="ON_EXIT" />
+			<effect name="ChanceSkillTrigger" triggeredId="5248" triggeredLevel="#triggeredLevel" chanceType="ON_EXIT" />
 		</for>
 	</skill>
 	<skill id="5248" levels="12" name="Seed Explosion">
@@ -1006,7 +1006,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5249" levels="12" name="Boss Dark Circle">
@@ -1028,7 +1028,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5250" levels="1" name="Stun">
@@ -1054,7 +1054,7 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5251" levels="12" name="Poison">
@@ -1085,7 +1085,7 @@
 		<set name="trait" val="POISON" />
 		<for>
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="poison" />
-			<effect name="ChanceSkillTrigger" noicon="1" val="0" triggeredId="5252" triggeredLevel="#triggeredLevel" chanceType="ON_EXIT" />
+			<effect name="ChanceSkillTrigger" triggeredId="5252" triggeredLevel="#triggeredLevel" chanceType="ON_EXIT" />
 		</for>
 	</skill>
 	<skill id="5252" levels="12" name="Paralysis">
@@ -1110,7 +1110,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="5253" levels="12" name="Bleed">
@@ -1143,7 +1143,7 @@
 		<set name="trait" val="BLEED" />
 		<for>
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="bleed" />
-			<effect name="ChanceSkillTrigger" noicon="1" val="0" chanceType="ON_EXIT" triggeredId="5252" triggeredLevel="#triggeredLevel" />
+			<effect name="ChanceSkillTrigger" chanceType="ON_EXIT" triggeredId="5252" triggeredLevel="#triggeredLevel" />
 		</for>
 	</skill>
 	<skill id="5254" levels="12" name="Invasion of Spirit">
@@ -1173,7 +1173,7 @@
 		<set name="targetType" val="ONE" />
 		<for>
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="bleed" />
-			<effect name="ChanceSkillTrigger" noicon="1" val="0" triggeredId="5255" triggeredLevel="#triggeredLevel" chanceType="ON_EXIT" />
+			<effect name="ChanceSkillTrigger" triggeredId="5255" triggeredLevel="#triggeredLevel" chanceType="ON_EXIT" />
 		</for>
 	</skill>
 	<skill id="5255" levels="12" name="Mana Burn">
@@ -1189,7 +1189,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 	<skill id="5256" levels="1" name="Announcement of Death">
@@ -1211,7 +1211,7 @@
 		<set name="saveVs" val="CON" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" abnormalVisualEffect="bleed" chanceType="ON_EXIT" triggeredId="5257" />
+			<effect name="ChanceSkillTrigger" abnormalVisualEffect="bleed" chanceType="ON_EXIT" triggeredId="5257" />
 		</for>
 	</skill>
 	<skill id="5257" levels="2" name="Death">
@@ -1224,7 +1224,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Lethal" noicon="1" val="0">
+			<effect name="Lethal">
 				<param fullLethal="#lethalStrikeRate" />
 			</effect>
 		</for>
@@ -1247,7 +1247,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 	<skill id="5259" levels="12" name="Fear">
@@ -1278,7 +1278,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="5260" levels="12" name="Disarm">
@@ -1303,7 +1303,7 @@
 		<set name="saveVs" val="STR" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Disarm" val="0" abnormalVisualEffect="bleed" />
+			<effect name="Disarm" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
 	<skill id="5261" levels="1" name="Zombie">
@@ -1343,7 +1343,7 @@
 		<set name="reuseDelay" val="25000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5263" levels="12" name="NPC _ Chain Lightning">
@@ -1366,7 +1366,7 @@
 		<set name="reuseDelay" val="20000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5264" levels="12" name="Death Mark">
@@ -1394,7 +1394,7 @@
 		<set name="saveVs" val="CON" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0" abnormalVisualEffect="deathmark" />
+			<effect name="Debuff" abnormalVisualEffect="deathmark" />
 		</for>
 	</skill>
 	<skill id="5265" levels="12" name="NPC - Soul Emission">
@@ -1419,7 +1419,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5266" levels="12" name="Magical Backfire">
@@ -1448,7 +1448,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="#val" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="#val" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="#val" />
@@ -1470,7 +1470,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5268" levels="17" name="Poison">
@@ -1517,7 +1517,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 				<mul order="0x30" stat="mAtkSpd" val="0.7" />
@@ -1544,8 +1544,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="Stun" />
+			<effect name="TargetCancel">
 				<param chance="100" />
 			</effect>
 		</for>
@@ -1572,8 +1572,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="#traits" />
 		<for>
-			<effect name="Root" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Root" />
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
 		</for>
@@ -1589,7 +1589,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="TargetMeProbability" noicon="1" val="0">
+			<effect name="TargetMeProbability">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -1610,7 +1610,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5274" levels="9" name="NPC(party) - Physical Single Long Range Attack">
@@ -1628,7 +1628,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5275" levels="9" name="NPC(party) - Physical Range Close Range Attack">
@@ -1646,7 +1646,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5276" levels="9" name="NPC(party) - Physical Range Long Range Attack">
@@ -1666,7 +1666,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5277" levels="9" name="NPC(party) - Physical Single Close Range Attack - Fire">
@@ -1687,7 +1687,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5278" levels="9" name="NPC(party) - Physical Single Long Range Attack - Fire">
@@ -1707,7 +1707,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5279" levels="9" name="NPC(party) - Physical Range Close Range Attack - Fire">
@@ -1726,7 +1726,7 @@
 		<set name="power" val="13066" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5280" levels="9" name="NPC(party) - Physical Range Long Range Attack - Fire">
@@ -1748,7 +1748,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5281" levels="9" name="NPC(party) - Physical Single Close Range Attack - Water">
@@ -1770,7 +1770,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5282" levels="9" name="NPC(party) - Physical Single Long Range Attack - Water">
@@ -1790,7 +1790,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5283" levels="9" name="NPC(party) - Physical Range Close Range Attack - Water">
@@ -1809,7 +1809,7 @@
 		<set name="power" val="13066" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5284" levels="9" name="NPC(party) - Physical Range Long Range Attack - Water">
@@ -1831,7 +1831,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5285" levels="9" name="NPC(party) - Physical Single Close Range Attack - Wind">
@@ -1853,7 +1853,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5286" levels="9" name="NPC(party) - Physical Single Long Range Attack - Wind">
@@ -1873,7 +1873,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5287" levels="9" name="NPC(party) - Physical Range Close Range Attack - Wind">
@@ -1892,7 +1892,7 @@
 		<set name="power" val="13066" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5288" levels="9" name="NPC(party) - Physical Range Long Range Attack - Wind">
@@ -1914,7 +1914,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5289" levels="9" name="NPC(party) - Physical Single Close Range Attack - Earth">
@@ -1936,7 +1936,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5290" levels="9" name="NPC(party) - Physical Single Long Range Attack - Earth">
@@ -1956,7 +1956,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5291" levels="9" name="NPC(party) - Physical Range Close Range Attack - Earth">
@@ -1975,7 +1975,7 @@
 		<set name="power" val="13066" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5292" levels="9" name="NPC(party) - Physical Range Long Range Attack - Earth">
@@ -1997,7 +1997,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5293" levels="9" name="NPC(party) - Physical Single Close Range Attack - Holy">
@@ -2019,7 +2019,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5294" levels="9" name="NPC(party) - Physical Single Long Range Attack - Holy">
@@ -2039,7 +2039,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5295" levels="9" name="NPC(party) - Physical Range Close Range Attack - Holy">
@@ -2058,7 +2058,7 @@
 		<set name="power" val="13066" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5296" levels="9" name="NPC(party) - Physical Range Long Range Attack - Holy">
@@ -2080,7 +2080,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5297" levels="9" name="NPC(party) - Physical Single Close Range Attack - Dark">
@@ -2101,7 +2101,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5298" levels="9" name="NPC(party) - Physical Single Long Range Attack - Dark">
@@ -2121,7 +2121,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5299" levels="9" name="NPC(party) - Physical Range Close Range Attack - Dark">
@@ -2140,7 +2140,7 @@
 		<set name="power" val="13066" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/05300-05399.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/05300-05399.xml
index c32fee2d555e3f61d1b98f151d270320a9363f03..3eb2266ec40da64b105cda31fdc7a33d900a0a17 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/05300-05399.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/05300-05399.xml
@@ -19,7 +19,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5301" levels="9" name="Stun">
@@ -48,8 +48,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5302" levels="9" name="Poison">
@@ -78,7 +78,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" />
 		</for>
 	</skill>
@@ -108,7 +108,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" />
 		</for>
 	</skill>
@@ -140,8 +140,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Paralyze" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="5305" levels="9" name="Poison">
@@ -167,7 +167,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" />
 		</for>
 	</skill>
@@ -196,8 +196,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Paralyze" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="5307" levels="9" name="Stun">
@@ -225,8 +225,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5308" levels="9" name="Poison">
@@ -254,7 +254,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" />
 		</for>
 	</skill>
@@ -284,7 +284,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" />
 		</for>
 	</skill>
@@ -305,7 +305,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5311" levels="9" name="NPC(party) - Magic Close Range DD - less powerful">
@@ -324,7 +324,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5312" levels="9" name="NPC(party) -Magic Single Long Range DD - Fire">
@@ -347,7 +347,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5313" levels="9" name="NPC(party) -Magic Range Long Range DD - Fire">
@@ -370,7 +370,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5314" levels="9" name="NPC(party) -Magic Range Close Range DD - Fire">
@@ -391,7 +391,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5315" levels="9" name="NPC(party) -Magic Range Close Range DD - Fire(Self-Destruction)">
@@ -407,7 +407,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5316" levels="9" name="NPC(party) -Magic Single Long Range DD - Water">
@@ -430,7 +430,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5317" levels="9" name="NPC(party) -Magic Range Long Range DD - Water">
@@ -453,7 +453,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5318" levels="9" name="NPC(party) -Magic Range Close Range DD - Water">
@@ -474,7 +474,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5319" levels="9" name="NPC(party) -Magic Single Long Range DD - Wind">
@@ -578,7 +578,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5329" levels="9" name="NPC(party) -Magic Range Long Range DD - Holy">
@@ -601,7 +601,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5330" levels="9" name="NPC(party) -Magic Range Close Range DD - Holy">
@@ -622,7 +622,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5331" levels="9" name="NPC HP Drain">
@@ -640,7 +640,7 @@
 		<set name="power" val="250" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5332" levels="9" name="NPC MP Burn">
@@ -662,7 +662,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 	<skill id="5333" levels="9" name="Poison">
@@ -692,8 +692,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0" />
+			<effect name="MagicalAttack" />
+			<effect name="Debuff" />
 		</for>
 	</skill>
 	<skill id="5334" levels="9" name="NPC(party) - Physical Single Close Range Attack">
@@ -711,7 +711,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5335" levels="9" name="NPC(party) - Physical Single Long Range Attack">
@@ -728,7 +728,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5336" levels="9" name="NPC(party) - Physical Range Close Range Attack">
@@ -744,7 +744,7 @@
 		<set name="power" val="12777" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5337" levels="9" name="NPC(party) - Physical Range Long Range Attack">
@@ -773,7 +773,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5339" levels="9" name="NPC(party) - Physical Single Long Range Attack - Fire">
@@ -800,7 +800,7 @@
 		<set name="power" val="12777" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5341" levels="9" name="NPC(party) - Physical Range Long Range Attack - Fire">
@@ -829,7 +829,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5343" levels="9" name="NPC(party) - Physical Single Long Range Attack - Water">
@@ -875,7 +875,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5347" levels="9" name="NPC(party) - Physical Single Long Range Attack - Wind">
@@ -921,7 +921,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5351" levels="9" name="NPC(party) - Physical Single Long Range Attack - Earth">
@@ -947,7 +947,7 @@
 		<set name="power" val="12777" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5353" levels="9" name="NPC(party) - Physical Range Long Range Attack - Earth">
@@ -991,7 +991,7 @@
 		<set name="power" val="12777" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5357" levels="9" name="NPC(party) - Physical Range Long Range Attack - Holy">
@@ -1020,7 +1020,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5359" levels="9" name="NPC(party) - Physical Single Long Range Attack - Dark">
@@ -1039,7 +1039,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5360" levels="9" name="NPC(party) - Physical Range Close Range Attack - Dark">
@@ -1057,7 +1057,7 @@
 		<set name="power" val="12777" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5361" levels="9" name="NPC(party) - Physical Range Long Range Attack - Dark">
@@ -1095,8 +1095,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5363" levels="9" name="Poison">
@@ -1125,7 +1125,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" />
 		</for>
 	</skill>
@@ -1156,7 +1156,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" />
 		</for>
 	</skill>
@@ -1186,8 +1186,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Paralyze" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="5366" levels="9" name="Poison">
@@ -1214,7 +1214,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" />
 		</for>
 	</skill>
@@ -1243,8 +1243,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Paralyze" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="5368" levels="9" name="Stun">
@@ -1290,7 +1290,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" />
 		</for>
 	</skill>
@@ -1330,7 +1330,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5372" levels="9" name="NPC(party) - Magic Close Range DD - less powerful">
@@ -1349,7 +1349,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5373" levels="9" name="NPC(party) -Magic Single Long Range DD - Fire">
@@ -1381,7 +1381,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5375" levels="9" name="NPC(party) -Magic Range Close Range DD - Fire">
@@ -1408,7 +1408,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5377" levels="9" name="NPC(party) -Magic Single Long Range DD - Water">
@@ -1457,7 +1457,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5381" levels="9" name="NPC(party) -Magic Range Long Range DD - Wind">
@@ -1486,7 +1486,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5383" levels="9" name="NPC(party) -Magic Single Long Range DD - Earth">
@@ -1508,7 +1508,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5384" levels="9" name="NPC(party) -Magic Range Long Range DD - Earth">
@@ -1575,7 +1575,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5390" levels="9" name="NPC(party) -Magic Range Long Range DD - Holy">
@@ -1598,7 +1598,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5391" levels="9" name="NPC(party) -Magic Range Close Range DD - Holy">
@@ -1619,7 +1619,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5392" levels="9" name="NPC HP Drain">
@@ -1641,7 +1641,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.9" />
+			<effect name="HpDrain" val="0.9" />
 		</for>
 	</skill>
 	<skill id="5393" levels="9" name="NPC MP Burn">
@@ -1662,7 +1662,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 	<skill id="5394" levels="9" name="Poison">
@@ -1695,8 +1695,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0" />
+			<effect name="MagicalAttack" />
+			<effect name="Debuff" />
 		</for>
 	</skill>
 	<skill id="5395" levels="3" name="NPC Clan Buff - Super Might Haste">
@@ -1720,7 +1720,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Grow" val="0">
+			<effect name="Grow">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
@@ -1763,7 +1763,7 @@
 		<set name="power" val="657" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5399" levels="1" name="Heat of Desert">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/05400-05499.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/05400-05499.xml
index 8983d4eddc0801e676cf1a1d5f573790aa144a2a..d6bdf433761a93d5740c21ef98545315536c956c 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/05400-05499.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/05400-05499.xml
@@ -29,8 +29,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="ThrowUp" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="ThrowUp" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5402" levels="1" name="Presentation - Balor 2">
@@ -293,7 +293,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="sDef" val="1.3" />
 			</effect>
 		</for>
@@ -311,7 +311,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pReuse" val="0.85" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.95" />
 			</effect>
@@ -331,7 +331,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.15">
 					<using kind="Bow,Crossbow" />
 				</mul>
@@ -352,7 +352,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="40" />
 			</effect>
 		</for>
@@ -365,7 +365,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ManaHealByLevel" noicon="1" val="49" />
+			<effect name="ManaHealByLevel" val="49" />
 		</for>
 	</skill>
 	<skill id="5430" levels="1" name="Spoil Bomb">
@@ -380,7 +380,7 @@
 		<set name="power" val="115" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5431" levels="1" name="Slow">
@@ -431,9 +431,9 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="GUST" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
-			<effect name="ChanceSkillTrigger" noicon="1" val="0" chanceType="ON_EXIT" triggeredId="5494" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
+			<effect name="ChanceSkillTrigger" chanceType="ON_EXIT" triggeredId="5494" />
 		</for>
 	</skill>
 	<skill id="5435" levels="1" name="Gust">
@@ -456,9 +456,9 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="GUST" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
-			<effect name="ChanceSkillTrigger" noicon="1" val="0" chanceType="ON_EXIT" triggeredId="5494" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
+			<effect name="ChanceSkillTrigger" chanceType="ON_EXIT" triggeredId="5494" />
 		</for>
 	</skill>
 	<skill id="5436" levels="1" name="Increase Recovery Rate">
@@ -506,7 +506,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="5439" levels="9" name="NPC party 60 Clan Heal">
@@ -525,7 +525,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="5440" levels="1" name="Presentation - Trap Activate">
@@ -557,7 +557,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5443" levels="4" name="Cry of the Wolf">
@@ -583,7 +583,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 			</effect>
 		</for>
@@ -615,7 +615,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
@@ -633,7 +633,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.08" />
 				<mul order="0x30" stat="pAtkSpd" val="1.08" />
 				<mul order="0x30" stat="mAtk" val="1.16" />
@@ -646,7 +646,8 @@
 		</for>
 	</skill>
 	<skill id="5446" levels="45" name="Soul Expansion">
-		<table name="#icons"> icon.skill5446_1 icon.skill5446_2 icon.skill5446_3 icon.skill5446_4 icon.skill5446_5 icon.skill5446_6 icon.skill5446_7 icon.skill5446_8 icon.skill5446_9 icon.skill5446_10 icon.skill5446_11 icon.skill5446_12 icon.skill5446_13 icon.skill5446_14 icon.skill5446_15 icon.skill5446_16 icon.skill5446_17 icon.skill5446_18 icon.skill5446_19 icon.skill5446_20 icon.skill5446_21 icon.skill5446_22 icon.skill5446_23 icon.skill5446_24 icon.skill5446_25 icon.skill5446_26 icon.skill5446_27 icon.skill5446_28 icon.skill5446_29 icon.skill5446_30 icon.skill5446_31 icon.skill5446_32 icon.skill5446_33 icon.skill5446_34 icon.skill5446_35 icon.skill5446_36 icon.skill5446_37 icon.skill5446_38 icon.skill5446_39 icon.skill5446_40 icon.skill5446_41 icon.skill5446_42 icon.skill5446_43 icon.skill5446_44 icon.skill5446_45 </table>
+		<table name="#icons"> icon.skill5446_1 icon.skill5446_2 icon.skill5446_3 icon.skill5446_4 icon.skill5446_5 icon.skill5446_6 icon.skill5446_7 icon.skill5446_8 icon.skill5446_9 icon.skill5446_10 icon.skill5446_11 icon.skill5446_12 icon.skill5446_13 icon.skill5446_14 icon.skill5446_15 icon.skill5446_16 icon.skill5446_17 icon.skill5446_18 icon.skill5446_19 icon.skill5446_20 icon.skill5446_21 icon.skill5446_22 icon.skill5446_23 icon.skill5446_24 icon.skill5446_25 icon.skill5446_26 icon.skill5446_27 icon.skill5446_28 icon.skill5446_29 icon.skill5446_30 icon.skill5446_31 icon.skill5446_32 icon.skill5446_33 icon.skill5446_34 icon.skill5446_35 icon.skill5446_36 icon.skill5446_37 icon.skill5446_38 icon.skill5446_39
+			icon.skill5446_40 icon.skill5446_41 icon.skill5446_42 icon.skill5446_43 icon.skill5446_44 icon.skill5446_45 </table>
 		<set name="icon" val="#icons" />
 		<set name="magicLvl" val="1" />
 		<set name="operateType" val="P" />
@@ -674,7 +675,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="5448" levels="1" name="Oblivion">
@@ -685,7 +686,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0" />
+			<effect name="TargetCancel" />
 		</for>
 	</skill>
 	<skill id="5449" levels="1" name="Weak Constitution">
@@ -698,7 +699,7 @@
 		<set name="operateType" val="A2" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5450" levels="7" name="Thin Skin">
@@ -731,7 +732,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 				<mul order="0x30" stat="mAtkSpd" val="0.7" />
@@ -751,7 +752,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="critVuln" val="#critVuln" />
 			</effect>
 		</for>
@@ -766,7 +767,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="MagicalAttackMp" noicon="1" val="0" />
+			<effect name="MagicalAttackMp" />
 		</for>
 	</skill>
 	<skill id="5454" levels="1" name="Shadow Bind">
@@ -805,10 +806,10 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="100" max="20" />
 			</effect>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.7" />
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
@@ -881,7 +882,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5462" levels="1" name="Fire Attacks">
@@ -938,7 +939,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5469" levels="1" name="Raid Boss - Level 22">
@@ -1021,7 +1022,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param TURN_STONE="10" />
 			</effect>
 		</for>
@@ -1037,7 +1038,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="INVINCIBILITY,9" />
 			</effect>
 		</for>
@@ -1179,7 +1180,7 @@
 		<set name="reuseDelay" val="17000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5493" levels="1" name="Naia Production">
@@ -1208,7 +1209,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ThrowUp" noicon="1" val="0" />
+			<effect name="ThrowUp" />
 		</for>
 	</skill>
 	<skill id="5495" levels="1" name="Bleed">
@@ -1231,7 +1232,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="71" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
@@ -1251,7 +1252,7 @@
 		<set name="power" val="607" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5497" levels="1" name="Horn of Rising Darkness">
@@ -1276,9 +1277,9 @@
 		<set name="saveVs" val="CON" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
-			<effect name="DamOverTime" noicon="1" ticks="3" val="52" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
+			<effect name="DamOverTime" ticks="3" val="52" />
 		</for>
 	</skill>
 	<skill id="5498" levels="1" name="Self-Destruct">
@@ -1293,7 +1294,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="TargetMeProbability" noicon="1" val="0">
+			<effect name="TargetMeProbability">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -1314,7 +1315,7 @@
 		<set name="power" val="200" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/05500-05599.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/05500-05599.xml
index 2a795471332697e9557f188896cac01c5ac5b06a..d384f4ead6717dcc29543cf71bde429033c550fc 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/05500-05599.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/05500-05599.xml
@@ -24,7 +24,7 @@
 		<set name="targetType" val="FRONT_AREA" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="52" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
@@ -51,8 +51,8 @@
 		<set name="targetType" val="FRONT_AREA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="Stun" />
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -77,8 +77,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="Stun" />
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -97,7 +97,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ImmobileBuff" val="0" abnormalVisualEffect="invulnerable">
+			<effect name="ImmobileBuff" abnormalVisualEffect="invulnerable">
 				<add order="0x40" stat="pDef" val="1800" />
 				<add order="0x40" stat="mDef" val="1350" />
 				<sub order="0x40" stat="cancelVuln" val="80" />
@@ -129,7 +129,7 @@
 		<set name="power" val="2319" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5506" levels="1" name="Water Blossom">
@@ -146,7 +146,7 @@
 		<set name="power" val="2319" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5507" levels="1" name="Wind Blossom">
@@ -163,7 +163,7 @@
 		<set name="power" val="2319" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5508" levels="1" name="Earth Blossom">
@@ -180,7 +180,7 @@
 		<set name="power" val="2319" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5509" levels="1" name="Fire Power">
@@ -204,7 +204,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="fireRes" val="50" />
 			</effect>
 		</for>
@@ -230,7 +230,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="waterRes" val="50" />
 			</effect>
 		</for>
@@ -256,7 +256,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="windRes" val="50" />
 			</effect>
 		</for>
@@ -282,7 +282,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="earthRes" val="50" />
 			</effect>
 		</for>
@@ -330,7 +330,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="10" />
 			</effect>
 		</for>
@@ -355,7 +355,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 				<mul order="0x30" stat="mAtk" val="1.75" />
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
@@ -377,7 +377,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb HP from damage inflicted on enemies -->
 				<add order="0x40" stat="reflectDam" val="60" />
 			</effect>
@@ -396,7 +396,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 				<basemul order="0x30" stat="mCritRate" val="3" />
@@ -418,7 +418,7 @@
 		<set name="power" val="85" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5523" levels="1" name="Chain Magic - Unholy Castle">
@@ -441,11 +441,11 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<!-- set order="0x08" stat="buffImmunity" val="1" / TODO: Needs Support -->
 				<sub order="0x40" stat="darkRes" val="50" />
 			</effect>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="100" max="3" />
 			</effect>
 		</for>
@@ -463,12 +463,12 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancelVuln" val="100" />
 				<!-- TODO: Missing support to resist category "multi_buff". -->
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param BOW="40" />
 			</effect>
 		</for>
@@ -486,10 +486,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SWORD="25" />
 				<param POLE="25" />
 				<param BLUNT="25" />
@@ -517,7 +517,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="1.9" />
 				<add order="0x40" stat="pDef" val="1000" />
 				<add order="0x40" stat="darkRes" val="50" />
@@ -537,7 +537,7 @@
 		<set name="power" val="971" />
 		<set name="targetType" val="PARTY_OTHER" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5528" levels="1" name="Self-Destruct">
@@ -576,7 +576,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="darkRes" val="#vuln" />
 			</effect>
 		</for>
@@ -688,7 +688,7 @@
 			<player agathionId="16031" />
 		</cond>
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="5540" levels="1" name="Little Angel Agathion Special Skill - Power of Blessed Return">
@@ -711,7 +711,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -731,7 +731,7 @@
 			<player agathionId="16031" />
 		</cond>
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -764,7 +764,7 @@
 			<player agathionId="16032" />
 		</cond>
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="5544" levels="1" name="Little Devil Agathion Special Skill - Power of Blessed Return">
@@ -787,7 +787,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -807,7 +807,7 @@
 			<player agathionId="16032" />
 		</cond>
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -833,7 +833,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.1" />
 				<mul order="0x30" stat="mAtk" val="1.1" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0" />
@@ -856,7 +856,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="FocusSouls" noicon="1" val="1" />
+			<effect name="FocusSouls" val="1" />
 		</for>
 	</skill>
 	<skill id="5549" levels="1" name="Physical Short-range Weakness">
@@ -866,7 +866,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLUNT="-30" />
 				<param DAGGER="-30" />
 				<param SWORD="-30" />
@@ -910,8 +910,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="Stun" />
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -943,7 +943,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="#trait_derangement" />
 			</effect>
 		</for>
@@ -955,7 +955,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="#trait_derangement" />
 			</effect>
 		</for>
@@ -975,7 +975,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mDef" val="1000" />
 				<add order="0x40" stat="fireRes" val="20" />
 				<add order="0x40" stat="waterRes" val="20" />
@@ -1027,7 +1027,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="physicalSkillPower" val="1.2" />
 				<basemul order="0x30" stat="rCrit" val="0.2" />
 			</effect>
@@ -1065,7 +1065,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="#activationChance" />
@@ -1096,7 +1096,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="#activationChance" />
@@ -1128,7 +1128,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="#activationChance" />
@@ -1159,7 +1159,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="#activationChance" />
@@ -1195,7 +1195,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.8" />
 				<mul order="0x30" stat="critDamEvas" val="0.7" />
 			</effect>
@@ -1222,7 +1222,7 @@
 		<set name="power" val="47" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5568" levels="1" name="Frost Armor">
@@ -1245,7 +1245,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -1270,7 +1270,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.77" />
 			</effect>
 		</for>
@@ -1288,7 +1288,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SERVITOR" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.35" />
 				<mul order="0x30" stat="mAtk" val="1.75" />
 				<mul order="0x30" stat="cAtk" val="1.35" />
@@ -1307,8 +1307,8 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SERVITOR" />
 		<for>
-			<effect name="Heal" noicon="1" val="418" />
-			<effect name="ManaHealByLevel" noicon="1" val="73" />
+			<effect name="Heal" val="418" />
+			<effect name="ManaHealByLevel" val="73" />
 		</for>
 	</skill>
 	<skill id="5572" levels="1" name="Warrior Ability - Haste">
@@ -1328,7 +1328,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.32" />
 			</effect>
 		</for>
@@ -1349,7 +1349,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.24" />
 				<mul order="0x30" stat="mDef" val="1.24" />
 			</effect>
@@ -1371,7 +1371,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.32" />
 			</effect>
 		</for>
@@ -1385,7 +1385,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ManaHealByLevel" noicon="1" val="10" />
+			<effect name="ManaHealByLevel" val="10" />
 		</for>
 	</skill>
 	<skill id="5576" levels="1" name="Enchanter Ability - Barrier">
@@ -1404,7 +1404,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
+			<effect name="Invincible" special="invincible" />
 		</for>
 	</skill>
 	<skill id="5577" levels="1" name="Healer Ability - Heal">
@@ -1416,7 +1416,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="150" />
+			<effect name="Heal" val="150" />
 		</for>
 	</skill>
 	<skill id="5578" levels="1" name="Summoner Ability - Spirit">
@@ -1435,7 +1435,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.08" />
 				<mul order="0x30" stat="pAtkSpd" val="1.08" />
 				<mul order="0x30" stat="mAtk" val="1.08" />
@@ -1452,7 +1452,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="debuff" rate="100" max="10" />
 			</effect>
 		</for>
@@ -1470,7 +1470,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5581" levels="1" name="Divine Beast Stun Attack">
@@ -1489,8 +1489,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" /> <!-- using 1 second due abnormal don't have abnormal time -->
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" /> <!-- using 1 second due abnormal don't have abnormal time -->
 		</for>
 	</skill>
 	<skill id="5582" levels="1" name="Divine Beast Fire Breath">
@@ -1511,7 +1511,7 @@
 		<set name="reuseDelay" val="120000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5583" levels="1" name="Divine Beast Roar">
@@ -1533,7 +1533,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.77" />
 			</effect>
 		</for>
@@ -1596,7 +1596,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#rate" />
 			</effect>
 		</for>
@@ -1625,7 +1625,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="#rate" />
 			</effect>
 		</for>
@@ -1654,7 +1654,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 			</effect>
 		</for>
@@ -1683,7 +1683,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="#cAtk" />
 			</effect>
 		</for>
@@ -1708,7 +1708,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="OWNER_PET" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="5591" levels="8" name="Light Flow">
@@ -1724,7 +1724,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="5592" levels="16" name="Lightning Barrier">
@@ -1752,7 +1752,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="5593" levels="1" name="Vampiric Mana Burn">
@@ -1771,8 +1771,8 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.8" />
-			<effect name="ManaDamOverTime" noicon="1" val="182" />
+			<effect name="HpDrain" val="0.8" />
+			<effect name="ManaDamOverTime" val="182" />
 		</for>
 	</skill>
 	<skill id="5594" levels="1" name="Poison">
@@ -1843,7 +1843,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param TURN_STONE="#trait_turn_stone" />
 			</effect>
 		</for>
@@ -1855,7 +1855,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="#trait_shock" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/05600-05699.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/05600-05699.xml
index 3f126c1eb7d42228ab38c60a70ffc98b4fd02151..bee6ab4bd23a019c6c9f0eef130bfc2cb5882261 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/05600-05699.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/05600-05699.xml
@@ -13,7 +13,7 @@
 		<set name="power" val="47" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5601" levels="12" name="Short-Range Physical Attack Resistance">
@@ -24,7 +24,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLUNT="#traits" />
 				<param DAGGER="#traits" />
 				<param SWORD="#traits" />
@@ -50,10 +50,10 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="maxRecoverableHp" val="0.1" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="-99" />
+			<effect name="HealPercent" val="-99" />
 		</for>
 	</skill>
 	<skill id="5603" levels="1" name="Dagger Mastery">
@@ -69,7 +69,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.4" />
 				<mul order="0x30" stat="blowRate" val="1.1" />
 			</effect>
@@ -88,10 +88,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.4" />
 			</effect>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="20" />
 			</effect>
 		</for>
@@ -111,7 +111,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.05"> <!-- magic defense power is increased by 5% -->
 					<using kind="Heavy" />
 				</mul>
@@ -137,7 +137,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="2"> <!-- evasion is increased by 2 -->
 					<using kind="Light" />
 				</add>
@@ -163,7 +163,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.05"> <!-- defense power is increased by 5% -->
 					<using kind="Magic" />
 				</mul>
@@ -261,7 +261,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLUNT="#traits" />
 				<param DAGGER="#traits" />
 				<param SWORD="#traits" />
@@ -284,7 +284,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ManaHeal" noicon="1" val="#amount" />
+			<effect name="ManaHeal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="5622" levels="7" name="Double Skill Attack">
@@ -352,7 +352,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -370,7 +370,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -388,7 +388,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 			</effect>
 		</for>
@@ -406,7 +406,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb 9% HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -424,7 +424,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="1.2" />
 			</effect>
 		</for>
@@ -442,7 +442,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -460,7 +460,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.35" />
 			</effect>
 		</for>
@@ -478,7 +478,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -496,7 +496,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancel" val="18" />
 			</effect>
 		</for>
@@ -514,7 +514,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.55" />
 			</effect>
 		</for>
@@ -532,7 +532,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
 		</for>
@@ -562,7 +562,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="#maxHp" />
 			</effect>
 		</for>
@@ -592,7 +592,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="#maxMp" />
 			</effect>
 		</for>
@@ -622,7 +622,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -675,7 +675,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -710,7 +710,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="#traits" />
 				<param SLEEP="#traits" />
 				<param DERANGEMENT="#traits" />
@@ -745,7 +745,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="#mCritRate" />
 			</effect>
 		</for>
@@ -779,7 +779,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="#MagicalMpConsumeRate" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="#MpConsumeRate" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="#MpConsumeRate" />
@@ -811,7 +811,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 			</effect>
 		</for>
@@ -887,7 +887,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="#cAtk" />
 			</effect>
 		</for>
@@ -918,7 +918,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 			</effect>
 		</for>
@@ -949,7 +949,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="#accCombat" />
 			</effect>
 		</for>
@@ -1004,8 +1004,8 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect self="1" name="Debuff" val="0">
+			<effect name="MagicalAttack" />
+			<effect self="1" name="Debuff">
 				<mul order="0x30" stat="pvpMagicalDmg" val="0.5" />
 			</effect>
 		</for>
@@ -1030,7 +1030,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5658" levels="85" name="Gatekeeper Flame Strike">
@@ -1055,7 +1055,7 @@
 		<set name="reuseDelay" val="7000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5659" levels="2" name="Gatekeeper Berserker Spirit">
@@ -1089,7 +1089,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_MEMBER" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="mDef" val="#mDef" />
@@ -1117,7 +1117,7 @@
 		<set name="stayAfterDeath" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="#val1" />
 				<mul order="0x30" stat="mAtk" val="#val1" />
 				<mul order="0x30" stat="pAtkSpd" val="#val1" />
@@ -1154,7 +1154,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param ANCIENTSWORD="#trait_ancientsword" />
 			</effect>
 		</for>
@@ -1167,7 +1167,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param ANCIENTSWORD="#trait_ancientsword" />
 			</effect>
 		</for>
@@ -1190,7 +1190,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5666" levels="1" name="Stun">
@@ -1211,7 +1211,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5667" levels="1" name="Stun">
@@ -1232,7 +1232,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5668" levels="1" name="Poison">
@@ -1275,7 +1275,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5670" levels="1" name="Stun">
@@ -1296,7 +1296,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5671" levels="1" name="Stun">
@@ -1317,7 +1317,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5672" levels="1" name="Stun">
@@ -1338,7 +1338,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5673" levels="1" name="Evasion Counter">
@@ -1361,7 +1361,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5674" levels="1" name="Evasion Chance">
@@ -1377,7 +1377,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="blowRate" val="1.1" />
 			</effect>
 		</for>
@@ -1395,7 +1395,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.15" />
 			</effect>
 		</for>
@@ -1408,7 +1408,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ManaHeal" noicon="1" val="41" />
+			<effect name="ManaHeal" val="41" />
 		</for>
 	</skill>
 	<skill id="5677" levels="1" name="Steal Mana">
@@ -1419,7 +1419,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ManaHeal" noicon="1" val="51" />
+			<effect name="ManaHeal" val="51" />
 		</for>
 	</skill>
 	<skill id="5678" levels="1" name="Steal Mana">
@@ -1430,7 +1430,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ManaHeal" noicon="1" val="59" />
+			<effect name="ManaHeal" val="59" />
 		</for>
 	</skill>
 	<skill id="5679" levels="3" name="Oblivion Trap">
@@ -1452,7 +1452,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" triggeredId="5680" chanceType="ON_ATTACKED" activationChance="30" />
+			<effect name="ChanceSkillTrigger" triggeredId="5680" chanceType="ON_ATTACKED" activationChance="30" />
 		</for>
 	</skill>
 	<skill id="5680" levels="1" name="Oblivion Trap">
@@ -1465,7 +1465,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0" />
+			<effect name="TargetCancel" />
 		</for>
 	</skill>
 	<skill id="5681" levels="1" name="PvP Weapon - CP Drain">
@@ -1482,7 +1482,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="CpHeal" noicon="1" val="200" />
+			<effect name="CpHeal" val="200" />
 		</for>
 	</skill>
 	<skill id="5682" levels="1" name="PvP Weapon - Cancel">
@@ -1500,7 +1500,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="25" max="3" />
 			</effect>
 		</for>
@@ -1524,7 +1524,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="sDef" val="0" />
 			</effect>
 		</for>
@@ -1545,7 +1545,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5685" levels="1" name="PvP Weapon - Casting">
@@ -1565,7 +1565,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.15" />
 			</effect>
 		</for>
@@ -1586,7 +1586,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.15" />
 			</effect>
 		</for>
@@ -1610,7 +1610,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="pAtkRange" val="200">
 					<using kind="Bow,Crossbow" />
 				</sub>
@@ -1636,7 +1636,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="fireRes" val="30" />
 				<sub order="0x40" stat="waterRes" val="30" />
 				<sub order="0x40" stat="windRes" val="30" />
@@ -1662,7 +1662,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="50" />
 			</effect>
 		</for>
@@ -1683,7 +1683,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pvpMagicalDef" val="1.3" />
 				<mul order="0x30" stat="pvpPhysSkillsDef" val="1.3" />
 				<mul order="0x30" stat="pvpPhysDef" val="1.3" />
@@ -1706,7 +1706,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="critDamEvas" val="1.15" />
 				<mul order="0x30" stat="critVuln" val="0.85" />
 			</effect>
@@ -1723,7 +1723,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="200" />
+			<effect name="Heal" val="200" />
 		</for>
 	</skill>
 	<skill id="5693" levels="1" name="PvP Armor - Speed Down">
@@ -1745,7 +1745,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 				<mul order="0x30" stat="pAtkSpd" val="0.8" />
 				<mul order="0x30" stat="mAtkSpd" val="0.7" />
@@ -1768,7 +1768,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0" />
+			<effect name="TargetCancel" />
 		</for>
 	</skill>
 	<skill id="5695" levels="1" name="Talisman - Increase Force">
@@ -1787,7 +1787,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="FocusEnergy" noicon="1" val="5" />
+			<effect name="FocusEnergy" val="5" />
 		</for>
 	</skill>
 	<skill id="5696" levels="1" name="Dizziness">
@@ -1802,7 +1802,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 				<mul order="0x30" stat="pAtkSpd" val="0.8" />
 			</effect>
@@ -1827,8 +1827,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
-			<effect name="PhysicalMute" noicon="1" val="0" />
+			<effect name="Mute" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="5698" levels="37" name="Bless the Blood">
@@ -1843,7 +1843,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="5699" levels="7" name="Decrease P. Def">
@@ -1865,7 +1865,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="0.34" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/05700-05799.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/05700-05799.xml
index d0ab98ae19e5424abfe02b03393e72366689a756..5e355a3066ad171dbab0e6f080f2aa36ff512970 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/05700-05799.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/05700-05799.xml
@@ -19,7 +19,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="0.34" />
 			</effect>
 		</for>
@@ -43,7 +43,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="0.34" />
 			</effect>
 		</for>
@@ -135,7 +135,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5709" levels="2" name="Whirlpool">
@@ -151,7 +151,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5710" levels="2" name="Triple Sword">
@@ -168,7 +168,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5711" levels="1" name="Power of Rage">
@@ -185,7 +185,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="5712" levels="1" name="Energy Ditch">
@@ -198,7 +198,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="200" />
+			<effect name="Heal" val="200" />
 		</for>
 	</skill>
 	<skill id="5713" levels="5" name="Energy Ditch">
@@ -244,7 +244,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="55" abnormalVisualEffect="bleed">
 				<mul order="0x30" stat="runSpd" val="0.77" />
 			</effect>
@@ -322,7 +322,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5721" levels="6" name="Blade Strike">
@@ -342,7 +342,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5722" levels="6" name="Hammer Assault">
@@ -362,7 +362,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5723" levels="6" name="Hammer Swing">
@@ -383,7 +383,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5724" levels="6" name="Broom Strike">
@@ -403,7 +403,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5725" levels="6" name="Broom Trusting">
@@ -423,7 +423,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5726" levels="6" name="Scissors Attack">
@@ -443,7 +443,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5727" levels="6" name="Scissors Strike">
@@ -463,7 +463,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5728" levels="6" name="Shobel Attack">
@@ -483,7 +483,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5729" levels="6" name="Shobel Whirlwind">
@@ -502,7 +502,7 @@
 		<set name="reuseDelay" val="20000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5730" levels="6" name="Made Fireball">
@@ -527,7 +527,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5731" levels="6" name="Incense of Death">
@@ -549,7 +549,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5732" levels="6" name="Flame Strike">
@@ -578,7 +578,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5733" levels="6" name="Fear of Steward">
@@ -611,8 +611,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Fear" val="0" />
+			<effect name="MagicalAttack" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="5734" levels="6" name="Gust of Wind">
@@ -637,7 +637,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5735" levels="6" name="Curse of Steward">
@@ -672,9 +672,9 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SLEEP" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Sleep" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="MagicalAttack" />
+			<effect name="Sleep" />
+			<effect name="DefenceTrait">
 				<param SLEEP="100" />
 			</effect>
 		</for>
@@ -696,7 +696,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5737" levels="6" name="Power Stamp">
@@ -715,7 +715,7 @@
 		<set name="reuseDelay" val="20000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5738" levels="6" name="Power Roar">
@@ -734,7 +734,7 @@
 		<set name="reuseDelay" val="20000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5739" levels="1" name="Invincible">
@@ -752,7 +752,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
+			<effect name="Invincible" special="invincible" />
 		</for>
 	</skill>
 	<skill id="5740" levels="1" name="Recovery Pet">
@@ -765,9 +765,9 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="CpHeal" noicon="1" val="5000" />
-			<effect name="HealPercent" noicon="1" val="100" />
-			<effect name="ManaHealPercent" noicon="1" val="100" />
+			<effect name="CpHeal" val="5000" />
+			<effect name="HealPercent" val="100" />
+			<effect name="ManaHealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="5741" levels="1" name="Mental Pot">
@@ -780,7 +780,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ManaHealPercent" noicon="1" val="100" />
+			<effect name="ManaHealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="5742" levels="5" name="Area Recharge - Per">
@@ -835,7 +835,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5746" levels="12" name="Double Attack">
@@ -856,7 +856,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5747" levels="12" name="Spin Attack">
@@ -886,8 +886,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5748" levels="12" name="Meteor Shower">
@@ -923,7 +923,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5750" levels="12" name="Flash">
@@ -946,7 +946,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5751" levels="12" name="Lightning Wave">
@@ -968,7 +968,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5752" levels="12" name="Flare">
@@ -995,7 +995,7 @@
 			<player active_effect_id="5753" />
 		</cond>
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5753" levels="1" name="Awakening">
@@ -1011,7 +1011,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="5754" levels="1" name="Presentation - Adiantum Round Fighter">
@@ -1091,7 +1091,7 @@
 		<set name="reuseDelay" val="20000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5762" levels="1" name="Blessing of Pathfinder">
@@ -1146,7 +1146,7 @@
 		<set name="power" val="4472" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5766" levels="1" name="Naia Sprout">
@@ -1162,7 +1162,7 @@
 		<set name="power" val="4472" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5767" levels="1" name="Naia Sprout">
@@ -1178,7 +1178,7 @@
 		<set name="power" val="4472" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5768" levels="1" name="Naia Sprout">
@@ -1194,7 +1194,7 @@
 		<set name="power" val="4472" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5769" levels="12" name="not_used">
@@ -1230,7 +1230,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="5772" levels="1" name="Surrender to Fire">
@@ -1272,7 +1272,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="#value" />
+			<effect name="VitalityPointUp" val="#value" />
 		</for>
 	</skill>
 	<skill id="5775" levels="1" name="Great Blessing of Pathfinder">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/05800-05899.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/05800-05899.xml
index 90484087ee75423d553e38501bb330570049454c..804a81bed5fc4c5593878df926ab52faf47c93eb 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/05800-05899.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/05800-05899.xml
@@ -277,7 +277,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5827" levels="6" name="Fireball">
@@ -302,7 +302,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5828" levels="6" name="Unholy Flare">
@@ -326,7 +326,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5829" levels="6" name="Fire Flare">
@@ -350,7 +350,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5830" levels="1" name="Polearm Thrust">
@@ -365,7 +365,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5831" levels="1" name="Polearm Swing">
@@ -381,7 +381,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="70" />
 		</for>
 	</skill>
@@ -406,7 +406,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="TargetMe" val="0" />
+			<effect name="TargetMe" />
 		</for>
 	</skill>
 	<skill id="5833" levels="1" name="Shield">
@@ -427,7 +427,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -450,7 +450,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.33" />
 			</effect>
 		</for>
@@ -468,7 +468,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="CLAN_MEMBER" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="10" />
+			<effect name="HealPercent" val="10" />
 		</for>
 	</skill>
 	<skill id="5836" levels="1" name="Greater Heal">
@@ -491,7 +491,7 @@
 		<set name="targetType" val="CLAN" />
 		<for>
 			<effect name="HealOverTime" ticks="1" val="270" />
-			<effect name="HealPercent" noicon="1" val="20" />
+			<effect name="HealPercent" val="20" />
 		</for>
 	</skill>
 	<skill id="5837" levels="1" name="Double Throwing Javelin">
@@ -506,7 +506,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5838" levels="1" name="Throwing Javelin">
@@ -521,7 +521,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5839" levels="1" name="Breath">
@@ -542,7 +542,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5840" levels="1" name="Fire Breath">
@@ -565,7 +565,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5841" levels="1" name="Multi Defense">
@@ -586,7 +586,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 				<mul order="0x30" stat="mDef" val="1.33" />
 			</effect>
@@ -607,7 +607,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5843" levels="1" name="Terror">
@@ -634,7 +634,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="5844" levels="1" name="Thunder Storm">
@@ -653,7 +653,7 @@
 		<set name="power" val="834" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5845" levels="12" name="NPC Trigger Bleed">
@@ -718,7 +718,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.5" />
 			</effect>
 		</for>
@@ -749,8 +749,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="Stun" />
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -1157,8 +1157,8 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpByLevel" noicon="1" val="73" />
-			<effect name="Debuff" val="0">
+			<effect name="HpByLevel" val="73" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="mAtkSpd" val="0.8" />
 			</effect>
 		</for>
@@ -1243,8 +1243,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5883" levels="1" name="Meggling Injury">
@@ -1297,8 +1297,8 @@
 		<set name="soulMaxConsumeCount" val="1" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Disarm" val="0" abnormalVisualEffect="bleed" />
+			<effect name="PhysicalAttack" />
+			<effect name="Disarm" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
 	<skill id="5885" levels="2" name="Weakened Sweep">
@@ -1329,8 +1329,8 @@
 		<set name="targetType" val="FRONT_AREA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="5886" levels="1" name="Ground Shaker">
@@ -1355,7 +1355,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="rEvas" val="10" />
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
@@ -1404,7 +1404,7 @@
 		<set name="targetType" val="FRONT_AREA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -1474,7 +1474,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Bluff" val="0">
+			<effect name="Bluff">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -1510,7 +1510,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.8" />
 				<mul order="0x30" stat="mDef" val="0.8" />
 				<sub order="0x40" stat="rEvas" val="10" />
@@ -1547,7 +1547,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.8" />
 				<mul order="0x30" stat="mDef" val="0.8" />
 				<sub order="0x40" stat="rEvas" val="10" />
@@ -1591,7 +1591,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="rEvas" val="5" />
 				<mul order="0x30" stat="runSpd" val="0.9" />
 				<mul order="0x30" stat="pDef" val="0.9" />
@@ -1623,7 +1623,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<sub order="0x40" stat="rEvas" val="10" />
 				<mul order="0x30" stat="runSpd" val="0.8" />
 				<mul order="0x30" stat="pDef" val="0.8" />
@@ -1646,7 +1646,7 @@
 		<set name="power" val="3000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/05900-05999.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/05900-05999.xml
index eaad53333e54c980787cfc760fb8cc3d97730ec0..67830a231024fd8e75e0fb07f0bfbdc4733165f3 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/05900-05999.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/05900-05999.xml
@@ -47,7 +47,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0" />
+			<effect name="TargetCancel" />
 		</for>
 	</skill>
 	<skill id="5903" levels="1" name="Burst of Misplace">
@@ -73,7 +73,7 @@
 		<set name="soulMaxConsumeCount" val="1" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="Disarm" val="0" abnormalVisualEffect="bleed" />
+			<effect name="Disarm" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
 	<skill id="5904" levels="3" name="Mist of Souleater">
@@ -97,7 +97,7 @@
 		<set name="power" val="#power" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.8" />
+			<effect name="HpDrain" val="0.8" />
 		</for>
 	</skill>
 	<skill id="5905" levels="1" name="Confusing Nuph">
@@ -144,7 +144,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
 		</for>
@@ -167,7 +167,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
 		</for>
@@ -183,7 +183,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" /> <!-- FIXME: value unconfirmed -->
+			<effect name="PhysicalAttack" /> <!-- FIXME: value unconfirmed -->
 		</for>
 	</skill>
 	<skill id="5910" levels="1" name="Stronghold Attack">
@@ -197,7 +197,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" /> <!-- FIXME: value unconfirmed -->
+			<effect name="PhysicalAttack" /> <!-- FIXME: value unconfirmed -->
 		</for>
 	</skill>
 	<skill id="5911" levels="1" name="Pestilence Cleanse">
@@ -288,7 +288,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param ROOT_PHYSICALLY="#trait_root_physically" />
 			</effect>
 		</for>
@@ -314,7 +314,7 @@
 		<set name="stayAfterDeath" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="BlockResurrection" val="0" />
+			<effect name="BlockResurrection" />
 		</for>
 	</skill>
 	<skill id="5920" levels="1" name="Tentacle of Agony">
@@ -334,7 +334,7 @@
 		<set name="power" val="150" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="5921" levels="1" name="Inhale">
@@ -363,8 +363,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="0.8" />
-			<effect name="Debuff" val="0" abnormalVisualEffect="bleed">
+			<effect name="HpDrain" val="0.8" />
+			<effect name="Debuff" abnormalVisualEffect="bleed">
 				<mul order="0x30" stat="pAtk" val="0.9" />
 				<mul order="0x30" stat="pAtkSpd" val="0.95" />
 				<mul order="0x30" stat="mAtk" val="0.95" />
@@ -398,8 +398,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0" abnormalVisualEffect="bleed">
+			<effect name="MagicalAttack" />
+			<effect name="Debuff" abnormalVisualEffect="bleed">
 				<sub order="0x40" stat="rEvas" val="3" />
 				<mul order="0x30" stat="pDef" val="0.5" />
 				<mul order="0x30" stat="mDef" val="0.5" />
@@ -494,7 +494,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="90" />
 				<param CROSSBOW="90" />
 			</effect>
@@ -508,7 +508,7 @@
 		<set name="operateType" val="T" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Invincible" val="0" />
+			<effect name="Invincible" />
 		</for>
 	</skill>
 	<skill id="5932" levels="1" name="Dark Blade">
@@ -530,7 +530,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5933" levels="1" name="Dark Blade">
@@ -552,7 +552,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5934" levels="1" name="Meet the soul of darkness and fight against it.">
@@ -585,7 +585,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5936" levels="1" name="Earth Ring">
@@ -606,7 +606,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5937" levels="1" name="Self Stun">
@@ -760,7 +760,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -1064,7 +1064,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5976" levels="3" name="Dark Storm">
@@ -1083,7 +1083,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="5977" levels="3" name="Dark Strike">
@@ -1239,7 +1239,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.05">
 					<using kind="Sword,Big Sword,Dagger,Dual Dagger,Pole,Rapier,Ancient,Dual Sword,Dual Fist,Blunt,Big Blunt,Bow,Crossbow" />
 				</mul>
@@ -1250,7 +1250,7 @@
 					<using kind="Bow,Crossbow" />
 				</add>
 			</effect>
-			<effect name="AttackTrait" val="0" noicon="1">
+			<effect name="AttackTrait">
 				<param SHOCK="8" />
 			</effect>
 		</for>
@@ -1272,7 +1272,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.1">
 					<using kind="Heavy" />
 				</mul>
@@ -1360,16 +1360,16 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
-			<effect name="TriggerSkillByDamage" val="0" abnormalVisualEffect="poison">
+			<effect name="MagicalAttack" />
+			<effect name="TriggerSkillByDamage" abnormalVisualEffect="poison">
 				<param attackerType="L2Attackable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="90" />
 				<param skillId="5902" skillLevel="1" /> <!-- NPC Trigger Target Cancel -->
 				<param targetType="SELF" />
 			</effect>
-			<effect name="Mute" noicon="1" val="0" />
-			<effect name="PhysicalMute" noicon="1" val="0" />
+			<effect name="Mute" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="5994" levels="1" name="Effect of Doubt">
@@ -1389,7 +1389,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="5995" levels="1" name="not_used">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/06000-06099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/06000-06099.xml
index 3009051208e9080b1795f19343b7c6a47e49626b..82244bddd1cc354190c3f1cc9b43917e2953e8ab 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/06000-06099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/06000-06099.xml
@@ -258,9 +258,9 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Invincible" noicon="1" val="0" />
-			<effect name="Stun" noicon="1" val="0" />
-			<effect name="ImmobileBuff" noicon="1" val="0" />
+			<effect name="Invincible" />
+			<effect name="Stun" />
+			<effect name="ImmobileBuff" />
 		</for>
 	</skill>
 	<skill id="6035" levels="1" name="Red Team Transformation">
@@ -314,16 +314,15 @@
 	<skill id="6038" levels="1" name="Report Status">
 		<set name="abnormalLvl" val="1" />
 		<set name="abnormalTime" val="600" />
-		<set name="abnormalType" val="NONE" />
+		<set name="abnormalType" val="BOT_PENALTY" />
 		<set name="icon" val="icon.skill6038" />
 		<set name="isMagic" val="2" /> <!-- Static Skill -->
 		<set name="magicLvl" val="-1" />
 		<set name="operateType" val="A2" />
-		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<set name="stayAfterDeath" val="True" />
 		<for>
-			<effect name="BlockChat" val="0" />
+			<effect name="BlockChat" />
 		</for>
 	</skill>
 	<skill id="6039" levels="1" name="Report Status">
@@ -334,11 +333,10 @@
 		<set name="isMagic" val="2" /> <!-- Static Skill -->
 		<set name="magicLvl" val="-1" />
 		<set name="operateType" val="A2" />
-		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<set name="stayAfterDeath" val="True" />
 		<for>
-			<effect name="BlockParty" val="0" />
+			<effect name="BlockParty" />
 		</for>
 	</skill>
 	<skill id="6040" levels="1" name="Report Status">
@@ -349,11 +347,10 @@
 		<set name="isMagic" val="2" /> <!-- Static Skill -->
 		<set name="magicLvl" val="-1" />
 		<set name="operateType" val="A2" />
-		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<set name="stayAfterDeath" val="True" />
 		<for>
-			<effect name="Flag" val="0" />
+			<effect name="Flag" />
 		</for>
 	</skill>
 	<skill id="6041" levels="1" name="Phoenix Rush">
@@ -375,8 +372,8 @@
 			<target mindistance="200" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="EnemyCharge" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="EnemyCharge" />
 		</for>
 	</skill>
 	<skill id="6042" levels="1" name="Phoenix Cleanse">
@@ -394,7 +391,7 @@
 		<set name="reuseDelay" val="180000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="debuff" rate="100" max="5" />
 			</effect>
 		</for>
@@ -417,7 +414,7 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6044" levels="1" name="Phoenix Flame Beak">
@@ -438,7 +435,7 @@
 		<set name="reuseDelay" val="13000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6045" levels="1" name="Presentation - Fortune Bug">
@@ -464,7 +461,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6047" levels="14" name="Whirlwind">
@@ -483,7 +480,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6048" levels="14" name="Lance Smash">
@@ -504,7 +501,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6049" levels="4" name="Battle Cry">
@@ -527,7 +524,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#amount" />
 				<mul order="0x30" stat="pDef" val="#amount" />
 				<mul order="0x30" stat="mDef" val="#amount" />
@@ -550,7 +547,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6051" levels="14" name="Energy Burst">
@@ -570,7 +567,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6052" levels="14" name="Shockwave">
@@ -590,7 +587,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6053" levels="4" name="Howl">
@@ -616,7 +613,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#amount" />
 				<mul order="0x30" stat="pDef" val="#amount" />
 				<mul order="0x30" stat="mAtk" val="#amount" />
@@ -638,11 +635,10 @@
 		<set name="isMagic" val="2" /> <!-- Static Skill -->
 		<set name="magicLvl" val="-1" />
 		<set name="operateType" val="A2" />
-		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<set name="stayAfterDeath" val="True" />
 		<for>
-			<effect name="BlockAction" val="0">
+			<effect name="BlockAction">
 				<param blockedActions="-2" />
 			</effect>
 		</for>
@@ -655,11 +651,10 @@
 		<set name="isMagic" val="2" /> <!-- Static Skill -->
 		<set name="magicLvl" val="-1" />
 		<set name="operateType" val="A2" />
-		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<set name="stayAfterDeath" val="True" />
 		<for>
-			<effect name="BlockAction" val="0">
+			<effect name="BlockAction">
 				<param blockedActions="-2" />
 			</effect>
 		</for>
@@ -672,11 +667,10 @@
 		<set name="isMagic" val="2" /> <!-- Static Skill -->
 		<set name="magicLvl" val="-1" />
 		<set name="operateType" val="A2" />
-		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<set name="stayAfterDeath" val="True" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.0" />
 			</effect>
 		</for>
@@ -689,11 +683,10 @@
 		<set name="isMagic" val="2" /> <!-- Static Skill -->
 		<set name="magicLvl" val="-1" />
 		<set name="operateType" val="A2" />
-		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<set name="stayAfterDeath" val="True" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.0" />
 			</effect>
 		</for>
@@ -711,7 +704,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="2">
 					<using kind="Sword,Big Sword,Blunt,Big Blunt,Dagger,Dual Dagger,Dual Sword,Dual Fist,Pole,Ancient,Rapier" />
 				</mul>
@@ -731,7 +724,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.5" />
 			</effect>
 		</for>
@@ -956,7 +949,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="6091" levels="1" name="Anchor">
@@ -974,7 +967,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="6092" levels="1" name="Lightning Shock">
@@ -994,7 +987,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="6093" levels="1" name="Panther Hide">
@@ -1014,7 +1007,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Hide" val="0">
+			<effect name="Hide">
 				<mul order="0x30" stat="runSpd" val="0.9" />
 			</effect>
 		</for>
@@ -1033,7 +1026,7 @@
 		<set name="reuseDelay" val="60000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="25" max="2" />
 			</effect>
 		</for>
@@ -1063,8 +1056,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<sub order="0x40" stat="darkRes" val="25" />
 			</effect>
 		</for>
@@ -1087,7 +1080,7 @@
 		<set name="reuseDelay" val="8000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="6097" levels="1" name="Scissors">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/06100-06199.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/06100-06199.xml
index 5e77b2546734b7252a906dd80e8973b0253990a9..c1b5c924b457126fb18030fb63f6fa8796dcdea2 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/06100-06199.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/06100-06199.xml
@@ -197,7 +197,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.1" />
 				<mul order="0x30" stat="maxMp" val="1.1" />
 				<mul order="0x30" stat="maxCp" val="1.1" />
@@ -227,7 +227,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="14676" itemCount="1" />
 			</effect>
 		</for>
@@ -249,7 +249,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="14677" itemCount="1" />
 			</effect>
 		</for>
@@ -294,7 +294,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="6126" levels="1" name="Paralysis">
@@ -311,7 +311,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="6127" levels="1" name="Anti-limit">
@@ -320,7 +320,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="BlockBuffSlot" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="LIMIT" />
 			</effect>
 		</for>
@@ -556,7 +556,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="#speed" />
 				<mul order="0x30" stat="pDef" val="#pDef" />
 				<mul order="0x30" stat="rEvas" val="#pDef" />
@@ -616,7 +616,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="vengeancePdam" val="70" />
 				<add order="0x40" stat="reflectSkillPhysic" val="70" />
 				<add order="0x40" stat="reflectDam" val="70" />
@@ -643,7 +643,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0">
+			<effect name="Mute">
 				<sub order="0x40" stat="accCombat" val="99" />
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="pAtk" val="0.01" />
@@ -666,7 +666,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="0.5" />
 				<mul order="0x30" stat="pDef" val="0.5" />
 				<mul order="0x30" stat="runSpd" val="0.5" />
@@ -694,7 +694,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
 		</for>
@@ -732,7 +732,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
 		</for>
@@ -771,7 +771,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="Debuff" val="0" abnormalVisualEffect="bleed">
+			<effect name="Debuff" abnormalVisualEffect="bleed">
 				<add order="0x40" stat="rCrit" val="#rCrit" />
 			</effect>
 		</for>
@@ -853,7 +853,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0" />
+			<effect name="Debuff" />
 		</for>
 	</skill>
 	<skill id="6170" levels="1" name="Shyeed's Fury">
@@ -870,7 +870,7 @@
 		<set name="targetType" val="ONE" />
 		<for>
 			<!-- NOTE: Using abnormalLvl 99 instead of 1 due is a irreplaceable buff -->
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.05" />
 				<mul order="0x30" stat="mAtk" val="1.05" />
 				<mul order="0x30" stat="mCritPower" val="1.05" />
@@ -893,7 +893,7 @@
 		<set name="targetType" val="ONE" />
 		<for>
 			<!-- NOTE: Using abnormalLvl 99 instead of 1 due is a irreplaceable buff -->
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.05" />
 				<mul order="0x30" stat="mAtk" val="1.05" />
 				<mul order="0x30" stat="mCritPower" val="1.05" />
@@ -1143,7 +1143,7 @@
 		<set name="reuseDelay" val="6000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/06200-06299.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/06200-06299.xml
index 782312574027ee48254890d84d1aa0c12cd4c989..34f75b2cbef6a33dce44be02ff55d92719735641 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/06200-06299.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/06200-06299.xml
@@ -14,7 +14,7 @@
 			<player canUntransform="true" />
 		</cond>
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="TRANSFORM,-1" />
 			</effect>
 		</for>
@@ -42,10 +42,10 @@
 				<add order="0x40" stat="weightPenalty" val="9000" />
 				<add order="0x40" stat="inventoryLimit" val="8" />
 			</effect>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="IMPROVE_SPEED_AVOID_UP;SPEED_UP" rate="100" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="IMPROVE_SPEED_AVOID_UP;SPEED_UP" />
 			</effect>
 		</for>
@@ -73,10 +73,10 @@
 				<add order="0x40" stat="weightPenalty" val="9000" />
 				<add order="0x40" stat="inventoryLimit" val="8" />
 			</effect>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="IMPROVE_SPEED_AVOID_UP;SPEED_UP" rate="100" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="IMPROVE_SPEED_AVOID_UP;SPEED_UP" />
 			</effect>
 		</for>
@@ -104,10 +104,10 @@
 				<add order="0x40" stat="weightPenalty" val="9000" />
 				<add order="0x40" stat="inventoryLimit" val="8" />
 			</effect>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="IMPROVE_SPEED_AVOID_UP;SPEED_UP" rate="100" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="IMPROVE_SPEED_AVOID_UP;SPEED_UP" />
 			</effect>
 		</for>
@@ -135,10 +135,10 @@
 				<add order="0x40" stat="weightPenalty" val="9000" />
 				<add order="0x40" stat="inventoryLimit" val="8" />
 			</effect>
-			<effect name="DispelBySlotProbability" noicon="1" val="0">
+			<effect name="DispelBySlotProbability">
 				<param dispel="IMPROVE_SPEED_AVOID_UP;SPEED_UP" rate="100" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="IMPROVE_SPEED_AVOID_UP;SPEED_UP" />
 			</effect>
 		</for>
@@ -172,7 +172,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="#dot" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
@@ -203,7 +203,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="6207" levels="1" name="Strider Dash">
@@ -221,7 +221,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="66" />
 			</effect>
 		</for>
@@ -430,7 +430,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0" special="stakatoroot">
+			<effect name="Debuff" special="stakatoroot">
 				<mul order="0x30" stat="runSpd" val="0.2" />
 			</effect>
 		</for>
@@ -452,8 +452,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0" special="stakatoroot">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff" special="stakatoroot">
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="mAtkSpd" val="0.5" />
@@ -477,7 +477,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="15352" itemCount="1" />
 			</effect>
 		</for>
@@ -624,7 +624,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13270" npcCount="1" despawnDelay="7200" />
 			</effect>
 		</for>
@@ -896,8 +896,8 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="ChanceSkillTrigger" val="0" triggeredId="6662" triggeredLevel="2" chanceType="ON_START" />
+			<effect name="PhysicalAttack" />
+			<effect name="ChanceSkillTrigger" triggeredId="6662" triggeredLevel="2" chanceType="ON_START" />
 		</for>
 	</skill>
 	<skill id="6275" levels="1" name="Eternal Blizzard">
@@ -917,8 +917,8 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="ChanceSkillTrigger" val="0" triggeredId="6662" triggeredLevel="2" chanceType="ON_START" />
+			<effect name="PhysicalAttack" />
+			<effect name="ChanceSkillTrigger" triggeredId="6662" triggeredLevel="2" chanceType="ON_START" />
 		</for>
 	</skill>
 	<skill id="6276" levels="1" name="Eternal Blizzard">
@@ -966,7 +966,7 @@
 		<set name="power" val="18560" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6279" levels="1" name="Attack Nearby Range">
@@ -984,7 +984,7 @@
 		<set name="power" val="18560" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6280" levels="1" name="Death Clack">
@@ -1007,7 +1007,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" abnormalVisualEffect="bleed" chanceType="ON_EXIT" triggeredId="6281" />
+			<effect name="ChanceSkillTrigger" abnormalVisualEffect="bleed" chanceType="ON_EXIT" triggeredId="6281" />
 		</for>
 	</skill>
 	<skill id="6281" levels="1" name="Cold Judgement">
@@ -1021,7 +1021,7 @@
 		<set name="power" val="18560" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6282" levels="1" name="Reflect Magic">
@@ -1038,7 +1038,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="vengeanceMdam" val="20" />
 			</effect>
 		</for>
@@ -1058,7 +1058,7 @@
 		<set name="power" val="18560" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6284" levels="1" name="Freya's Bless">
@@ -1075,7 +1075,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 				<mul order="0x30" stat="pAtk" val="1.15" />
 				<mul order="0x30" stat="runSpd" val="1.15" />
@@ -1095,7 +1095,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.15" />
 			</effect>
 		</for>
@@ -1118,7 +1118,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.1" />
 				<mul order="0x30" stat="regHp" val="1.15" />
 			</effect>
@@ -1137,9 +1137,9 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="CpHealPercent" noicon="1" val="100" />
-			<effect name="HealPercent" noicon="1" val="100" />
-			<effect name="ManaHealPercent" noicon="1" val="100" />
+			<effect name="CpHealPercent" val="100" />
+			<effect name="HealPercent" val="100" />
+			<effect name="ManaHealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="6288" levels="1" name="Jinia's Prayer">
@@ -1157,7 +1157,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="4" />
 				<mul order="0x30" stat="mDef" val="4" />
 			</effect>
@@ -1178,7 +1178,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="3" />
 				<mul order="0x30" stat="mAtk" val="3" />
 				<mul order="0x30" stat="pAtkSpd" val="1.25" />
@@ -1201,7 +1201,7 @@
 		<set name="power" val="4563" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6291" levels="1" name="Power Strike">
@@ -1218,7 +1218,7 @@
 		<set name="power" val="4563" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6292" levels="1" name="Rush">
@@ -1242,8 +1242,8 @@
 			<target mindistance="250" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="EnemyCharge" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="EnemyCharge" />
 		</for>
 	</skill>
 	<skill id="6293" levels="1" name="Power Strike">
@@ -1263,7 +1263,7 @@
 		<set name="power" val="4563" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6294" levels="1" name="Leader's Roar">
@@ -1284,7 +1284,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -1322,8 +1322,8 @@
 			<target mindistance="250" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="EnemyCharge" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="EnemyCharge" />
 		</for>
 	</skill>
 	<skill id="6297" levels="1" name="Cylinder Throw">
@@ -1342,7 +1342,7 @@
 		<set name="power" val="4563" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6298" levels="1" name="Summon Follower Knight">
@@ -1372,8 +1372,8 @@
 		<set name="reuseDelay" val="15000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="ChanceSkillTrigger" val="0" triggeredId="6662" chanceType="ON_START" />
+			<effect name="PhysicalAttack" />
+			<effect name="ChanceSkillTrigger" triggeredId="6662" chanceType="ON_START" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/06300-06399.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/06300-06399.xml
index e14a92b10d86bcbf6d0e29a2620078ec26cc6482..53b4cc6a5d448386875c5f4b25ac7fad785562d0 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/06300-06399.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/06300-06399.xml
@@ -15,8 +15,8 @@
 		<set name="power" val="3194" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="ChanceSkillTrigger" val="0" chanceType="ON_START" triggeredId="6662" />
+			<effect name="PhysicalAttack" />
+			<effect name="ChanceSkillTrigger" chanceType="ON_START" triggeredId="6662" />
 		</for>
 	</skill>
 	<skill id="6301" levels="2" name="Cold Mana's Fragment">
@@ -55,7 +55,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 				<mul order="0x30" stat="mDef" val="1.15" />
 			</effect>
@@ -78,7 +78,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6304" levels="1" name="Shock">
@@ -107,7 +107,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="6305" levels="1" name="Sacred Gnosis">
@@ -126,7 +126,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6306" levels="1" name="Solina Strike">
@@ -179,7 +179,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6308" levels="1" name="Opus of the Wave">
@@ -202,7 +202,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6309" levels="1" name="Pain of the Ascetic">
@@ -225,7 +225,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6310" levels="1" name="Loss of Quest">
@@ -246,7 +246,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0">
+			<effect name="TargetCancel">
 				<param chance="80" />
 			</effect>
 		</for>
@@ -268,7 +268,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6312" levels="1" name="Launch Sacred Sword Energy">
@@ -289,7 +289,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6313" levels="1" name="Solina Bless">
@@ -313,7 +313,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" /> <!-- FIXME: Aura Friendly ? -->
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="stun">
+			<effect name="Buff" abnormalVisualEffect="stun">
 				<mul order="0x30" stat="physicalSkillPower" val="2" />
 			</effect>
 		</for>
@@ -339,7 +339,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6315" levels="1" name="Sacred Strike">
@@ -359,7 +359,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6316" levels="1" name="Accomplish of Authority">
@@ -377,7 +377,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="15" />
+			<effect name="HealPercent" val="15" />
 		</for>
 	</skill>
 	<skill id="6317" levels="1" name="Sacred Tacit">
@@ -400,7 +400,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6318" levels="1" name="Divine Shield Protection">
@@ -422,7 +422,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" /> <!-- FIXME: Aura Friendly ? -->
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.1" />
 			</effect>
 		</for>
@@ -446,7 +446,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" /> <!-- FIXME: Aura Friendly ? -->
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.1" />
 			</effect>
 		</for>
@@ -474,7 +474,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.77" />
 				<mul order="0x30" stat="mDef" val="0.77" />
 			</effect>
@@ -500,7 +500,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6322" levels="1" name="Divine Impact">
@@ -523,7 +523,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6323" levels="1" name="Divine Bolt">
@@ -540,7 +540,7 @@
 		<set name="power" val="85" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6324" levels="1" name="Divine Strike">
@@ -561,7 +561,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6325" levels="1" name="Divine Nova">
@@ -582,7 +582,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6326" levels="1" name="Martyr's Happiness">
@@ -601,7 +601,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6327" levels="1" name="Sacred Worship">
@@ -621,7 +621,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6328" levels="1" name="Fighter Judgement">
@@ -644,7 +644,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6329" levels="1" name="Fighter Strike">
@@ -664,7 +664,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6330" levels="1" name="Salmon Porridge Attack">
@@ -679,7 +679,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="5" />
+			<effect name="HealPercent" val="5" />
 		</for>
 	</skill>
 	<skill id="6331" levels="1" name="Camp Fire Tired">
@@ -699,7 +699,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.7" />
 			</effect>
 		</for>
@@ -721,7 +721,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 				<mul order="0x30" stat="pAtkSpd" val="0.7" />
 			</effect>
@@ -752,7 +752,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="200" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
@@ -780,8 +780,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="6335" levels="1" name="Electric Rain 1">
@@ -799,7 +799,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6336" levels="1" name="Electric Rain 2">
@@ -817,7 +817,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6337" levels="1" name="Red Slash 1">
@@ -835,7 +835,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6338" levels="1" name="Red Slash 2">
@@ -853,7 +853,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6339" levels="1" name="Sacred Hammer Attack">
@@ -882,7 +882,7 @@
 		<set name="targetType" val="AREA" />
 		<set name="trait" val="BLEED" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="200" abnormalVisualEffect="bleed" />
 		</for>
 	</skill>
@@ -910,8 +910,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="6341" levels="1" name="Stronghold Water Cannon">
@@ -928,7 +928,7 @@
 		<set name="reuseDelay" val="500" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6342" levels="1" name="Trap Over Steam">
@@ -942,7 +942,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6343" levels="2" name="Maguen Plasma - Power">
@@ -967,7 +967,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="#mAtk" />
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 			</effect>
@@ -995,7 +995,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="#pmAtkSpd" />
 				<mul order="0x30" stat="pAtkSpd" val="#pmAtkSpd" />
 				<add order="0x40" stat="runSpd" val="#runSpd" />
@@ -1026,7 +1026,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 				<basemul order="0x30" stat="mCritRate" val="#mCritRate" />
 				<mul order="0x30" stat="cAtk" val="#cAtk" />
@@ -1229,8 +1229,8 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
-			<effect name="PhysicalMute" noicon="1" val="0" />
+			<effect name="Mute" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="6381" levels="2" name="Bistakon Soul Beam">
@@ -1256,8 +1256,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
-			<effect name="PhysicalMute" noicon="1" val="0" />
+			<effect name="Mute" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="6382" levels="1" name="Bistakon Rolling Claw">
@@ -1308,8 +1308,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
-			<effect name="PhysicalMute" noicon="1" val="0" />
+			<effect name="Mute" />
+			<effect name="PhysicalMute" />
 		</for>
 	</skill>
 	<skill id="6384" levels="2" name="Bistakon Deadly Blow">
@@ -1326,7 +1326,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6385" levels="1" name="Bistakon Critical Claw">
@@ -1378,8 +1378,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="6387" levels="1" name="Bistakon Earthquake">
@@ -1399,7 +1399,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6388" levels="1" name="Bistakon Jump Blow">
@@ -1414,7 +1414,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6389" levels="1" name="Cokrakon Sonic Cage">
@@ -1435,7 +1435,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.5" />
 			</effect>
 		</for>
@@ -1460,7 +1460,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="mAtkSpd" val="0.5" />
 			</effect>
 		</for>
@@ -1487,8 +1487,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="6392" levels="1" name="Cokrakon Sonic Shot">
@@ -1514,7 +1514,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 			</effect>
 		</for>
@@ -1532,7 +1532,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6394" levels="1" name="Cokrakon Sonic Bomb">
@@ -1547,7 +1547,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6395" levels="1" name="Cokrakon Dreadful Clow">
@@ -1599,7 +1599,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="6397" levels="1" name="Cokrakon Staggering Blow">
@@ -1624,8 +1624,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="6398" levels="1" name="Cokrakon Sonic Shout">
@@ -1651,7 +1651,7 @@
 		<set name="targetType" val="AURA" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="6399" levels="1" name="Cokrakon Dreadful Piercing">
@@ -1667,7 +1667,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/06400-06499.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/06400-06499.xml
index 8a116b2280249a6b821a6119494785f73c21e562..751ec97ee6a9f49d845dbb4dba2051fb469dd49c 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/06400-06499.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/06400-06499.xml
@@ -20,7 +20,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="mAtkSpd" val="0.8" />
 			</effect>
 		</for>
@@ -39,7 +39,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6402" levels="5" name="Torumba Poison Strike">
@@ -88,7 +88,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 			<effect name="DamOverTime" ticks="3" val="58" abnormalVisualEffect="poison">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
@@ -113,8 +113,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.3" />
 			</effect>
 		</for>
@@ -139,7 +139,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0" abnormalVisualEffect="mute">
+			<effect name="Debuff" abnormalVisualEffect="mute">
 				<add order="0x40" stat="runSpd" val="20" />
 				<mul order="0x30" stat="pAtkSpd" val="1.2" />
 				<mul order="0x30" stat="mAtkSpd" val="1.2" />
@@ -158,7 +158,7 @@
 		<set name="operateType" val="A2" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Petrification" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="6407" levels="1" name="Torumba's Constraint">
@@ -180,7 +180,7 @@
 		<set name="stayAfterDeath" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="BlockResurrection" val="0" />
+			<effect name="BlockResurrection" />
 		</for>
 	</skill>
 	<skill id="6408" levels="1" name="Soul Weakness">
@@ -212,7 +212,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6410" levels="1" name="Reptilikon Rush">
@@ -239,8 +239,8 @@
 		<set name="targetType" val="FRONT_AREA" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="6411" levels="1" name="Reptilikon Summon">
@@ -263,7 +263,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6413" levels="1" name="Reptilikon Missile">
@@ -280,7 +280,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6414" levels="1" name="Reptilikon Charge">
@@ -305,8 +305,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="6415" levels="1" name="Reptilikon Scratch">
@@ -321,7 +321,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6416" levels="1" name="Reptilikon Poison Breath">
@@ -404,7 +404,7 @@
 		<set name="targetType" val="AURA" />
 		<for>
 			<effect name="DamOverTime" ticks="3" val="69" abnormalVisualEffect="poison" />
-			<effect name="ManaDamOverTime" noicon="1" ticks="3" val="4" />
+			<effect name="ManaDamOverTime" ticks="3" val="4" />
 		</for>
 	</skill>
 	<skill id="6419" levels="1" name="Light of Scout">
@@ -418,7 +418,7 @@
 		<set name="power" val="6844" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6420" levels="1" name="Lizard Strike">
@@ -432,7 +432,7 @@
 		<set name="power" val="6844" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6421" levels="1" name="Rage of Soldier">
@@ -446,7 +446,7 @@
 		<set name="power" val="6844" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6422" levels="1" name="Resistance Explosion">
@@ -459,7 +459,7 @@
 		<set name="power" val="6844" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6423" levels="1" name="Shock">
@@ -483,8 +483,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="6424" levels="1" name="Double Shot">
@@ -499,7 +499,7 @@
 		<set name="power" val="6844" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6425" levels="1" name="Demotivation Hex">
@@ -516,7 +516,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="0.1" />
 			</effect>
 		</for>
@@ -537,7 +537,7 @@
 		<set name="power" val="120" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6427" levels="1" name="Medicinal Mushroom 1">
@@ -573,11 +573,11 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="HOLD" />
 		<for>
-			<effect name="Root" val="0" />
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="Root" />
+			<effect name="DefenceTrait">
 				<param HOLD="100" />
 			</effect>
-			<effect name="HealPercent" val="90" noicon="1" />
+			<effect name="HealPercent" val="90" />
 		</for>
 	</skill>
 	<skill id="6429" levels="1" name="Cozy Mucus">
@@ -595,7 +595,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15">
 					<using kind="Bow,Crossbow" />
 				</mul>
@@ -613,7 +613,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="30" />
+			<effect name="HealPercent" val="30" />
 		</for>
 	</skill>
 	<skill id="6431" levels="1" name="Feral Might">
@@ -633,7 +633,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.19" />
 			</effect>
 		</for>
@@ -655,7 +655,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.35" />
 			</effect>
 		</for>
@@ -677,7 +677,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="7" />
 			</effect>
 		</for>
@@ -699,7 +699,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.38" />
 			</effect>
 		</for>
@@ -816,7 +816,7 @@
 		<set name="targetType" val="NONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLUNT="95" />
 				<param DAGGER="95" />
 				<param SWORD="50" />
@@ -846,7 +846,7 @@
 		<set name="targetType" val="NONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BOW="99" />
 				<param CROSSBOW="99" />
 				<param BLUNT="-5" />
@@ -876,7 +876,7 @@
 		<set name="targetType" val="NONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLUNT="95" />
 				<param DAGGER="95" />
 				<param SWORD="50" />
@@ -906,7 +906,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pveMagicalDmg" val="2.0" />
 			</effect>
 		</for>
@@ -926,7 +926,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pvePhysDmg" val="2.0" />
 				<mul order="0x30" stat="pvePhysSkillsDmg" val="2.0" />
 			</effect>
@@ -947,7 +947,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="POISON" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pveBowDmg" val="2.0" />
 				<mul order="0x30" stat="pveBowSkillsDmg" val="2.0" />
 			</effect>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/06600-06699.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/06600-06699.xml
index 44bcb222e89ea1c8a554386b46584f17b068b708..c6c8a5879adebd98e085b81c2e8f8811bd19a035 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/06600-06699.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/06600-06699.xml
@@ -186,8 +186,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.5" />
 			</effect>
 		</for>
@@ -216,8 +216,8 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Debuff" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.1" />
 			</effect>
 		</for>
@@ -241,10 +241,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#pAtk" />
 			</effect>
-			<effect name="Buff" noicon="1" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mAtk" val="#mAtk" />
 			</effect>
 		</for>
@@ -268,10 +268,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtk" val="#pAtk" />
 			</effect>
-			<effect name="Buff" noicon="1" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mAtk" val="#mAtk" />
 			</effect>
 		</for>
@@ -294,8 +294,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0">
+			<effect name="PhysicalAttack" />
+			<effect name="Stun">
 				<mul order="0x30" stat="critDamEvas" val="1.5" />
 			</effect>
 		</for>
@@ -333,7 +333,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="15" />
+			<effect name="HealPercent" val="15" />
 		</for>
 	</skill>
 	<skill id="6626" levels="2" name="Energy of Life's Power">
@@ -347,7 +347,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="25" />
+			<effect name="HealPercent" val="25" />
 		</for>
 	</skill>
 	<skill id="6627" levels="3" name="Energy of Life's Highest Power">
@@ -361,7 +361,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
+			<effect name="HealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="6628" levels="1" name="Energy of Mana">
@@ -375,7 +375,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ManaHealPercent" noicon="1" val="11" />
+			<effect name="ManaHealPercent" val="11" />
 		</for>
 	</skill>
 	<skill id="6629" levels="2" name="Energy of Mana's Power">
@@ -389,7 +389,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ManaHealPercent" noicon="1" val="18" />
+			<effect name="ManaHealPercent" val="18" />
 		</for>
 	</skill>
 	<skill id="6630" levels="3" name="Energy of Mana's Highest Power">
@@ -403,7 +403,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ManaHealPercent" noicon="1" val="100" />
+			<effect name="ManaHealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="6631" levels="1" name="Energy of Power">
@@ -422,7 +422,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -457,7 +457,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -492,7 +492,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rCrit" val="1.3" />
 			</effect>
 		</for>
@@ -513,7 +513,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -540,7 +540,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead">
+			<effect name="BigHead" abnormalVisualEffect="bighead">
 				<mul order="0x30" stat="regHp" val="2" />
 				<mul order="0x30" stat="regMp" val="2" />
 			</effect>
@@ -568,7 +568,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead">
+			<effect name="BigHead" abnormalVisualEffect="bighead">
 				<mul order="0x30" stat="regHp" val="2" />
 				<mul order="0x30" stat="regMp" val="2" />
 			</effect>
@@ -590,7 +590,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -611,7 +611,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -635,7 +635,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6642" levels="1" name="Dash">
@@ -658,8 +658,8 @@
 			<target mindistance="200" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="EnemyCharge" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="EnemyCharge" />
 		</for>
 	</skill>
 	<skill id="6643" levels="1" name="Holy Strike">
@@ -678,7 +678,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6644" levels="1" name="Ice Queen Freya">
@@ -851,9 +851,9 @@
 		<set name="saveVs" val="CON" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Paralyze" val="0" special="freezing" />
-			<effect name="DamOverTime" noicon="1" ticks="#ticks" val="115" />
-			<effect name="ChanceSkillTrigger" noicon="1" val="0" chanceType="ON_START" triggeredId="6302" />
+			<effect name="Paralyze" special="freezing" />
+			<effect name="DamOverTime" ticks="#ticks" val="115" />
+			<effect name="ChanceSkillTrigger" chanceType="ON_START" triggeredId="6302" />
 		</for>
 	</skill>
 	<skill id="6663" levels="1" name="Level 76 Raid Boss">
@@ -894,7 +894,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.18" />
 			</effect>
 		</for>
@@ -916,7 +916,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -938,7 +938,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -960,7 +960,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 			</effect>
 		</for>
@@ -982,7 +982,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" />
 			</effect>
 		</for>
@@ -1004,7 +1004,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.16" />
 				<mul order="0x30" stat="pAtk" val="1.08" />
 				<mul order="0x30" stat="mDef" val="0.84" />
@@ -1033,7 +1033,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="1.05" />
 			</effect>
 		</for>
@@ -1062,7 +1062,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pAtkRange" val="50">
 					<using kind="Bow, Crossbow" />
 				</add>
@@ -1090,7 +1090,7 @@
 		<set name="power" val="120" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6677" levels="1" name="Hold">
@@ -1132,7 +1132,7 @@
 		<set name="power" val="120" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6680" levels="1" name="Faint Plus">
@@ -1162,7 +1162,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="40" />
 			</effect>
 		</for>
@@ -1187,7 +1187,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="45" />
 			</effect>
 		</for>
@@ -1211,7 +1211,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="-178244" y="153389" z="2472" />
 			</effect>
 		</for>
@@ -1236,7 +1236,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="-178244" y="153389" z="2472" />
 			</effect>
 		</for>
@@ -1258,7 +1258,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="17003" itemCount="1" />
 			</effect>
 		</for>
@@ -1272,7 +1272,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="CLAN" /> <!-- FIXME: Aura Friendly ? -->
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="PA_UP,9;PD_UP,9" />
 			</effect>
 		</for>
@@ -1291,7 +1291,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="physicalSkillPower" val="1.2" />
 			</effect>
 		</for>
@@ -1406,8 +1406,8 @@
 		<set name="reuseDelay" val="7000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="ChanceSkillTrigger" val="0" triggeredId="6698" chanceType="ON_START" />
+			<effect name="PhysicalAttack" />
+			<effect name="ChanceSkillTrigger" triggeredId="6698" chanceType="ON_START" />
 		</for>
 	</skill>
 	<skill id="6698" levels="1" name="Pillar of Frozen - Eternal Ice">
@@ -1427,10 +1427,10 @@
 		<set name="saveVs" val="CON" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Paralyze" val="0" special="freezing" />
-			<effect name="DamOverTime" noicon="1" ticks="3" val="115" />
-			<effect name="ManaDamOverTime" noicon="1" ticks="3" val="5" />
-			<effect name="ChanceSkillTrigger" noicon="1" val="0" triggeredId="6302" chanceType="ON_EXIT" />
+			<effect name="Paralyze" special="freezing" />
+			<effect name="DamOverTime" ticks="3" val="115" />
+			<effect name="ManaDamOverTime" ticks="3" val="5" />
+			<effect name="ChanceSkillTrigger" triggeredId="6302" chanceType="ON_EXIT" />
 		</for>
 	</skill>
 	<skill id="6699" levels="1" name="Ball Trapping Gnosian Agathion Cute Trick">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/06700-06799.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/06700-06799.xml
index 81809ffe133f14497f08e08808dc921e03175583..28d6004ad3d5ce8e5fe5c49777d4fb9fcb0b30b3 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/06700-06799.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/06700-06799.xml
@@ -60,7 +60,7 @@
 		<set name="targetType" val="ONE" />
 		<for>
 			<!-- FIXME: Time value is unconfirmed -->
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.77" />
 			</effect>
 		</for>
@@ -116,7 +116,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -136,7 +136,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -156,7 +156,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -176,7 +176,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.16" />
 				<mul order="0x30" stat="pAtk" val="1.08" />
 				<mul order="0x30" stat="mDef" val="1.16" />
@@ -203,7 +203,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -223,7 +223,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 			</effect>
 		</for>
@@ -243,7 +243,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 			</effect>
 		</for>
@@ -263,7 +263,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -283,7 +283,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -303,7 +303,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancel" val="53" />
 			</effect>
 		</for>
@@ -325,7 +325,7 @@
 		<set name="targetType" val="ONE" />
 		<for>
 			<effect name="HealOverTime" ticks="1" val="30" />
-			<effect name="Heal" noicon="1" val="450" />
+			<effect name="Heal" val="450" />
 		</for>
 	</skill>
 	<skill id="6725" levels="1" name="Bless the Blood of Elcadia">
@@ -343,7 +343,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="PARTY_MEMBER" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="60" activationMinDamage="60" chanceType="ON_ATTACKED_HIT" triggeredId="6726" />
+			<effect name="ChanceSkillTrigger" activationChance="60" activationMinDamage="60" chanceType="ON_ATTACKED_HIT" triggeredId="6726" />
 		</for>
 	</skill>
 	<skill id="6726" levels="1" name="Bless the Blood">
@@ -356,7 +356,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="458" />
+			<effect name="Heal" val="458" />
 		</for>
 	</skill>
 	<skill id="6727" levels="1" name="Vampiric Rage of Elcadia">
@@ -374,7 +374,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -391,7 +391,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ManaHealByLevel" noicon="1" val="136" />
+			<effect name="ManaHealByLevel" val="136" />
 		</for>
 	</skill>
 	<skill id="6729" levels="1" name="Resist Holy of Elcadia">
@@ -409,7 +409,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="30" />
 			</effect>
 		</for>
@@ -425,7 +425,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Heal" noicon="1" val="858" />
+			<effect name="Heal" val="858" />
 		</for>
 	</skill>
 	<skill id="6731" levels="1" name="Etis Shadow">
@@ -444,7 +444,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="TargetCancel" noicon="1" val="0" />
+			<effect name="TargetCancel" />
 		</for>
 	</skill>
 	<skill id="6733" levels="1" name="Antharas's Stigma">
@@ -479,7 +479,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6737" levels="1" name="Heal">
@@ -493,7 +493,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="800" />
+			<effect name="Heal" val="800" />
 		</for>
 	</skill>
 	<skill id="6738" levels="1" name="Hold">
@@ -603,8 +603,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="6749" levels="1" name="Death Strike">
@@ -624,7 +624,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6750" levels="1" name="Power Strike">
@@ -644,7 +644,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6751" levels="1" name="Blow Attack">
@@ -666,7 +666,7 @@
 		<set name="reuseDelay" val="900000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
+			<effect name="HealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="6753" levels="1" name="Death Blow">
@@ -686,7 +686,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6754" levels="1" name="Bleed">
@@ -730,7 +730,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6756" levels="1" name="Death Talon">
@@ -749,7 +749,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6757" levels="1" name="Slow">
@@ -776,7 +776,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -798,7 +798,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.1" />
 				<mul order="0x30" stat="pAtkSpd" val="1.3" />
 				<basemul order="0x30" stat="rCrit" val="0.3" />
@@ -828,7 +828,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6761" levels="1" name="Dragon Blow Strike">
@@ -845,7 +845,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6762" levels="1" name="Rage">
@@ -865,7 +865,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.1" />
 				<mul order="0x30" stat="pAtkSpd" val="1.3" />
 				<basemul order="0x30" stat="rCrit" val="0.3" />
@@ -890,7 +890,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6764" levels="1" name="Dragon Earth Shot">
@@ -910,7 +910,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6765" levels="1" name="Complete Recovery">
@@ -924,7 +924,7 @@
 		<set name="reuseDelay" val="900000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
+			<effect name="HealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="6766" levels="1" name="Earth Tremor">
@@ -945,7 +945,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6767" levels="1" name="Earthquake">
@@ -976,8 +976,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="6769" levels="1" name="Petrify">
@@ -1003,7 +1003,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Petrification" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="6770" levels="1" name="Heal">
@@ -1018,7 +1018,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Heal" noicon="1" val="800" />
+			<effect name="Heal" val="800" />
 		</for>
 	</skill>
 	<skill id="6771" levels="1" name="Death Strike">
@@ -1038,7 +1038,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6772" levels="1" name="Power Strike">
@@ -1058,7 +1058,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6773" levels="1" name="Rage">
@@ -1078,7 +1078,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.1" />
 				<mul order="0x30" stat="pAtkSpd" val="1.3" />
 				<basemul order="0x30" stat="rCrit" val="0.3" />
@@ -1108,8 +1108,8 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
-			<effect name="Stun" val="0" />
+			<effect name="PhysicalAttack" />
+			<effect name="Stun" />
 		</for>
 	</skill>
 	<skill id="6775" levels="1" name="Soul Breath">
@@ -1129,7 +1129,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6776" levels="1" name="Paralysis">
@@ -1153,7 +1153,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" chanceType="ON_EXIT" triggeredId="6779">
+			<effect name="ChanceSkillTrigger" chanceType="ON_EXIT" triggeredId="6779">
 				<mul order="0x30" stat="pAtkSpd" val="0.5" />
 				<mul order="0x30" stat="runSpd" val="0.5" />
 				<mul order="0x30" stat="mAtkSpd" val="0.5" />
@@ -1184,7 +1184,7 @@
 			<effect name="DamOverTime" ticks="1" val="200" abnormalVisualEffect="bleed">
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
-			<effect name="Petrification" noicon="1" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="6778" levels="1" name="Death Strike">
@@ -1204,7 +1204,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6779" levels="1" name="Paralysis">
@@ -1219,7 +1219,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="6780" levels="1" name="Presentation - Portal Ray Combined Light Maintenance">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/06800-06899.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/06800-06899.xml
index 0aad7846cd84636a3aff3f3a645d084a6dc18b28..5536ccf9c1dea7b08797cb4d5b19d30402ca2aa7 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/06800-06899.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/06800-06899.xml
@@ -34,7 +34,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -54,7 +54,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -74,7 +74,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -94,7 +94,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -114,7 +114,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancel" val="53" />
 			</effect>
 		</for>
@@ -134,7 +134,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -154,7 +154,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 			</effect>
 		</for>
@@ -174,7 +174,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 			</effect>
 		</for>
@@ -194,7 +194,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -214,7 +214,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.16" />
 				<mul order="0x30" stat="pAtk" val="1.08" />
 				<mul order="0x30" stat="mDef" val="0.84" />
@@ -241,7 +241,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="FocusEnergy" noicon="1" val="#maxCharges" />
+			<effect name="FocusEnergy" val="#maxCharges" />
 		</for>
 	</skill>
 	<skill id="6814" levels="8" name="Focus Force">
@@ -259,7 +259,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="FocusEnergy" noicon="1" val="#maxCharges" />
+			<effect name="FocusEnergy" val="#maxCharges" />
 		</for>
 	</skill>
 	<skill id="6815" levels="16" name="Deadly Poison">
@@ -283,7 +283,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
+			<effect name="HealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="6818" levels="1" name="Powerful Rage">
@@ -302,7 +302,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.1" />
 				<mul order="0x30" stat="pAtkSpd" val="1.3" />
 				<basemul order="0x30" stat="rCrit" val="0.3" />
@@ -331,7 +331,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.2" />
 			</effect>
 		</for>
@@ -520,7 +520,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="#pAtk" />
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 			</effect>
@@ -549,7 +549,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6845" levels="1" name="Power Strike">
@@ -569,7 +569,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6846" levels="1" name="Vampiric Claw">
@@ -588,7 +588,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="1" />
+			<effect name="HpDrain" val="1" />
 		</for>
 	</skill>
 	<skill id="6847" levels="1" name="Self Heal">
@@ -619,7 +619,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6850" levels="1" name="Self-destruction">
@@ -634,7 +634,7 @@
 		<set name="power" val="3000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6851" levels="1" name="Power Strike">
@@ -654,7 +654,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6852" levels="1" name="Magic Strike">
@@ -675,7 +675,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6853" levels="1" name="Sleep">
@@ -702,7 +702,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Sleep" val="0" />
+			<effect name="Sleep" />
 		</for>
 	</skill>
 	<skill id="6854" levels="1" name="Hold">
@@ -728,7 +728,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Root" val="0" />
+			<effect name="Root" />
 		</for>
 	</skill>
 	<skill id="6855" levels="1" name="Magic Strike">
@@ -747,7 +747,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6856" levels="1" name="Heal">
@@ -773,7 +773,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6858" levels="1" name="Summon">
@@ -799,7 +799,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6860" levels="1" name="Power Strike">
@@ -819,7 +819,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6861" levels="1" name="Enhance">
@@ -840,7 +840,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.2" />
 				<mul order="0x30" stat="pAtkSpd" val="1.3" />
 			</effect>
@@ -940,7 +940,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="1" />
+			<effect name="HpDrain" val="1" />
 		</for>
 	</skill>
 	<skill id="6867" levels="1" name="Magic Strike">
@@ -959,7 +959,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6868" levels="1" name="Summon">
@@ -984,7 +984,7 @@
 		<set name="power" val="300" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6870" levels="1" name="Vampiric Claw">
@@ -1004,7 +1004,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="1" />
+			<effect name="HpDrain" val="1" />
 		</for>
 	</skill>
 	<skill id="6871" levels="1" name="Range Magic Attack">
@@ -1025,7 +1025,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="AREA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6872" levels="1" name="Self-destruction">
@@ -1043,7 +1043,7 @@
 		<set name="power" val="300" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6873" levels="2" name="Hex">
@@ -1070,7 +1070,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="#pDef" />
 			</effect>
 		</for>
@@ -1090,7 +1090,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="6875" levels="2" name="Poison">
@@ -1134,7 +1134,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6877" levels="1" name="Power Strike">
@@ -1154,7 +1154,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6878" levels="1" name="Paralysis">
@@ -1181,7 +1181,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="PARALYZE" />
 		<for>
-			<effect name="Paralyze" val="0" />
+			<effect name="Paralyze" />
 		</for>
 	</skill>
 	<skill id="6879" levels="1" name="Vampiric Claw">
@@ -1200,7 +1200,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="HpDrain" noicon="1" val="1" />
+			<effect name="HpDrain" val="1" />
 		</for>
 	</skill>
 	<skill id="6880" levels="1" name="Silence">
@@ -1226,7 +1226,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Mute" val="0" />
+			<effect name="Mute" />
 		</for>
 	</skill>
 	<skill id="6881" levels="1" name="Critical Strike">
@@ -1246,7 +1246,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6882" levels="1" name="Petrify">
@@ -1267,7 +1267,7 @@
 		<set name="saveVs" val="MEN" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Petrification" val="0" />
+			<effect name="Petrification" />
 		</for>
 	</skill>
 	<skill id="6883" levels="1" name="Energy Abundance Effect">
@@ -1302,7 +1302,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="#rCrit" />
 				<mul order="0x30" stat="cAtk" val="#cAtk" />
 				<mul order="0x30" stat="pAtk" val="#pmAtk" />
@@ -1311,7 +1311,7 @@
 				<mul order="0x30" stat="pAtkSpd" val="#pmAtkSpd" />
 				<mul order="0x30" stat="bonusExp" val="#bonusExp" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param PARALYZE="#traits" />
 				<param BLEED="#traits" />
 				<param POISON="#traits" />
@@ -1329,7 +1329,7 @@
 		<set name="reuseDelay" val="900000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
+			<effect name="HealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="6887" levels="1" name="Fatal Strike">
@@ -1347,7 +1347,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6888" levels="1" name="Fatal Shot">
@@ -1365,7 +1365,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6889" levels="1" name="Range Attack">
@@ -1382,7 +1382,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6890" levels="1" name="Bleed">
@@ -1406,7 +1406,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6892" levels="1" name="Power Shot">
@@ -1424,7 +1424,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6893" levels="1" name="Power Attack">
@@ -1442,7 +1442,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6894" levels="1" name="Power Shot">
@@ -1460,7 +1460,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6895" levels="1" name="Power Attack">
@@ -1478,7 +1478,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6896" levels="1" name="Power Shot">
@@ -1496,7 +1496,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="6897" levels="12" name="Shock">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/06900-06999.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/06900-06999.xml
index 5a4501ff7256a5769102f5327458a26dc5798e6a..d565209eaa016037e0a2a10a9acce974119cabbe 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/06900-06999.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/06900-06999.xml
@@ -100,7 +100,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="pDef" val="360" />
 				<add order="0x40" stat="mDef" val="270" />
 			</effect>
@@ -154,7 +154,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 				<basemul order="0x30" stat="rCrit" val="0.1" />
 				<mul order="0x30" stat="cAtk" val="1.1" />
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/07000-07099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/07000-07099.xml
index eb9b0c7944e624d95fb284b89c97172dc5ea1168..0f06b51c81f5b0c35cb10cc1c6d46ed2feef429b 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/07000-07099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/07000-07099.xml
@@ -14,7 +14,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="100" max="20" />
 			</effect>
 		</for>
@@ -27,7 +27,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="debuff" rate="100" max="20" />
 			</effect>
 		</for>
@@ -41,10 +41,10 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="100" max="20" />
 			</effect>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="debuff" rate="100" max="20" />
 			</effect>
 		</for>
@@ -58,7 +58,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="TURN_STONE,2" />
 			</effect>
 		</for>
@@ -81,7 +81,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="CLAN_MEMBER" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb 9% HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -250,7 +250,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="100" />
 			</effect>
 		</for>
@@ -273,7 +273,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#pAtkSpd" />
 				<mul order="0x30" stat="runSpd" val="#runSpd" />
 				<mul order="0x30" stat="mAtkSpd" val="#mAtkSpd" />
@@ -304,6 +304,9 @@
 		<set name="targetType" val="SELF" />
 		<!-- Summon-specific -->
 		<set name="npcId" val="20150" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="7031" levels="1" name="Summon Skeleton Royal Guard">
 		<set name="hitTime" val="4000" />
@@ -322,6 +325,9 @@
 		<set name="targetType" val="SELF" />
 		<!-- Summon-specific -->
 		<set name="npcId" val="20169" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="7032" levels="1" name="Summon Hunter Gargoyle">
 		<set name="hitTime" val="4000" />
@@ -340,6 +346,9 @@
 		<set name="targetType" val="SELF" />
 		<!-- Summon-specific -->
 		<set name="npcId" val="20241" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="7033" levels="1" name="not_used">
 		<set name="magicLvl" val="1" />
@@ -406,7 +415,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 			</effect>
 		</for>
@@ -428,7 +437,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -450,7 +459,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -472,7 +481,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 			</effect>
 		</for>
@@ -494,7 +503,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 			</effect>
 		</for>
@@ -516,7 +525,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.35" />
 			</effect>
 		</for>
@@ -538,7 +547,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
 		</for>
@@ -560,7 +569,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -582,7 +591,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="weightPenalty" val="9000" />
 			</effect>
 		</for>
@@ -604,7 +613,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -626,7 +635,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -648,7 +657,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
 		</for>
@@ -670,7 +679,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb 9% HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -692,7 +701,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -714,7 +723,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -736,7 +745,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.16" />
 				<mul order="0x30" stat="pAtk" val="1.08" />
 				<mul order="0x30" stat="mDef" val="0.84" />
@@ -765,7 +774,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.1" />
 			</effect>
 		</for>
@@ -787,7 +796,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -809,7 +818,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="2" />
 			</effect>
 		</for>
@@ -831,7 +840,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.8" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.8" />
@@ -857,7 +866,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="2" />
 				<mul order="0x30" stat="regMp" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="1.1" />
@@ -891,7 +900,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="regHp" val="1.2" />
 				<add order="0x40" stat="mCritRate" val="2" />
@@ -925,7 +934,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<basemul order="0x30" stat="rCrit" val="0.2" />
 				<basemul order="0x30" stat="mCritRate" val="0.2" />
@@ -958,7 +967,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<add order="0x40" stat="mCritRate" val="2" />
 				<mul order="0x30" stat="cAtk" val="1.2" />
@@ -972,7 +981,7 @@
 				<add order="0x40" stat="accCombat" val="4" />
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="20" />
+			<effect name="HealPercent" val="20" />
 		</for>
 	</skill>
 	<skill id="7065" levels="1" name="Test - Charge">
@@ -1075,7 +1084,7 @@
 		<set name="reuseDelay" val="30000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonTrap" noicon="1" val="0">
+			<effect name="SummonTrap">
 				<param npcId="30048" />
 			</effect>
 		</for>
@@ -1259,14 +1268,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="PA_UP,9;PD_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="PA_UP;PD_UP" />
 			</effect>
 		</for>
@@ -1291,14 +1300,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="MA_UP,9;MD_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="MA_UP;MD_UP" />
 			</effect>
 		</for>
@@ -1323,14 +1332,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 				<mul order="0x30" stat="maxMp" val="1.35" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="MAX_HP_UP,9;MAX_MP_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="MAX_HP_UP;MAX_MP_UP" />
 			</effect>
 		</for>
@@ -1355,14 +1364,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="CRITICAL_PROB_UP,9;CRITICAL_DMG_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="CRITICAL_PROB_UP;CRITICAL_DMG_UP" />
 			</effect>
 		</for>
@@ -1387,14 +1396,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="1.3" />
 				<mul order="0x30" stat="sDef" val="1.5" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SHIELD_PROB_UP,9;SHIELD_DEFENCE_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="SHIELD_PROB_UP;SHIELD_DEFENCE_UP" />
 			</effect>
 		</for>
@@ -1419,14 +1428,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SPEED_UP,9;AVOID_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="SPEED_UP;AVOID_UP" />
 			</effect>
 		</for>
@@ -1449,7 +1458,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.05">
 					<using kind="Sword,Big Sword,Dual Sword,Ancient,Rapier,Dagger,Dual Dagger,Pole,Dual Fist" />
 				</mul>
@@ -1477,7 +1486,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.1">
 					<using kind="Heavy" />
 				</mul>
@@ -1503,7 +1512,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="NoblesseBless" val="0" />
+			<effect name="NoblesseBless" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/08000-08099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/08000-08099.xml
index 19d392b6a1984ac7a4ded5e5c3c0c40dbf1323c8..a18f23fd2a6241479846d7986cb9a4b87872f39a 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/08000-08099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/08000-08099.xml
@@ -487,7 +487,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="0.85" />
 			</effect>
 		</for>
@@ -499,7 +499,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="0.85" />
 			</effect>
 		</for>
@@ -511,7 +511,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param POISON="0.85" />
 			</effect>
 		</for>
@@ -523,7 +523,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="0.85" />
 			</effect>
 		</for>
@@ -535,7 +535,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="0.85" />
 			</effect>
 		</for>
@@ -547,7 +547,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="0.85" />
 			</effect>
 		</for>
@@ -559,7 +559,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="0.85" />
 			</effect>
 		</for>
@@ -571,7 +571,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="0.85" />
 			</effect>
 		</for>
@@ -583,7 +583,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="0.85" />
 			</effect>
 		</for>
@@ -595,7 +595,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="0.85" />
 			</effect>
 		</for>
@@ -607,7 +607,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="0.85" />
 			</effect>
 		</for>
@@ -619,7 +619,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="0.85" />
 			</effect>
 		</for>
@@ -631,7 +631,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="1.07" />
 			</effect>
 		</for>
@@ -643,7 +643,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="1.07" />
 			</effect>
 		</for>
@@ -655,7 +655,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param POISON="1.07" />
 			</effect>
 		</for>
@@ -667,7 +667,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="1.07" />
 			</effect>
 		</for>
@@ -679,7 +679,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="1.07" />
 			</effect>
 		</for>
@@ -691,7 +691,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="1.07" />
 			</effect>
 		</for>
@@ -703,7 +703,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="1.07" />
 			</effect>
 		</for>
@@ -715,7 +715,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="1.07" />
 			</effect>
 		</for>
@@ -727,7 +727,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="1.07" />
 			</effect>
 		</for>
@@ -739,7 +739,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="1.07" />
 			</effect>
 		</for>
@@ -751,7 +751,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="1.07" />
 			</effect>
 		</for>
@@ -763,7 +763,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="1.07" />
 			</effect>
 		</for>
@@ -775,7 +775,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="1.5" />
 			</effect>
 		</for>
@@ -787,7 +787,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="1.5" />
 			</effect>
 		</for>
@@ -799,7 +799,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param POISON="1.5" />
 			</effect>
 		</for>
@@ -811,7 +811,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="1.5" />
 			</effect>
 		</for>
@@ -823,7 +823,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="1.5" />
 			</effect>
 		</for>
@@ -835,7 +835,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="1.5" />
 			</effect>
 		</for>
@@ -847,7 +847,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="1.5" />
 			</effect>
 		</for>
@@ -859,7 +859,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="1.5" />
 			</effect>
 		</for>
@@ -871,7 +871,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="1.5" />
 			</effect>
 		</for>
@@ -883,7 +883,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="1.5" />
 			</effect>
 		</for>
@@ -895,7 +895,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="1.5" />
 			</effect>
 		</for>
@@ -907,7 +907,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="1.5" />
 			</effect>
 		</for>
@@ -919,7 +919,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="1.71" />
 			</effect>
 		</for>
@@ -931,7 +931,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="1.71" />
 			</effect>
 		</for>
@@ -943,7 +943,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param POISON="1.71" />
 			</effect>
 		</for>
@@ -955,7 +955,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="1.71" />
 			</effect>
 		</for>
@@ -967,7 +967,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="1.71" />
 			</effect>
 		</for>
@@ -979,7 +979,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="1.71" />
 			</effect>
 		</for>
@@ -991,7 +991,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="1.71" />
 			</effect>
 		</for>
@@ -1003,7 +1003,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="1.71" />
 			</effect>
 		</for>
@@ -1015,7 +1015,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="1.71" />
 			</effect>
 		</for>
@@ -1027,7 +1027,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="1.71" />
 			</effect>
 		</for>
@@ -1039,7 +1039,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="1.71" />
 			</effect>
 		</for>
@@ -1051,7 +1051,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="1.71" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/08100-08199.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/08100-08199.xml
index 7e599eb900cc37e07f7a35f9a0880ed6465fe2c6..2fcd8091880b5e822a7869b4247891c768ddf2a2 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/08100-08199.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/08100-08199.xml
@@ -458,7 +458,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="1.28" />
 			</effect>
 		</for>
@@ -471,7 +471,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="1.28" />
 			</effect>
 		</for>
@@ -484,7 +484,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param POISON="1.28" />
 			</effect>
 		</for>
@@ -497,7 +497,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="1.28" />
 			</effect>
 		</for>
@@ -510,7 +510,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="1.28" />
 			</effect>
 		</for>
@@ -523,7 +523,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="1.28" />
 			</effect>
 		</for>
@@ -535,7 +535,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="1.28" />
 			</effect>
 		</for>
@@ -547,7 +547,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="1.28" />
 			</effect>
 		</for>
@@ -559,7 +559,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="1.28" />
 			</effect>
 		</for>
@@ -571,7 +571,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="1.28" />
 			</effect>
 		</for>
@@ -583,7 +583,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="1.28" />
 			</effect>
 		</for>
@@ -595,7 +595,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="1.28" />
 			</effect>
 		</for>
@@ -608,7 +608,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="1.6" />
 			</effect>
 		</for>
@@ -621,7 +621,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="1.6" />
 			</effect>
 		</for>
@@ -634,7 +634,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param POISON="1.6" />
 			</effect>
 		</for>
@@ -647,7 +647,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="1.6" />
 			</effect>
 		</for>
@@ -660,7 +660,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="1.6" />
 			</effect>
 		</for>
@@ -673,7 +673,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="1.6" />
 			</effect>
 		</for>
@@ -685,7 +685,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="1.6" />
 			</effect>
 		</for>
@@ -697,7 +697,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="1.6" />
 			</effect>
 		</for>
@@ -709,7 +709,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="1.6" />
 			</effect>
 		</for>
@@ -721,7 +721,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="1.6" />
 			</effect>
 		</for>
@@ -733,7 +733,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="1.6" />
 			</effect>
 		</for>
@@ -745,7 +745,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="1.6" />
 			</effect>
 		</for>
@@ -758,7 +758,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="2.25" />
 			</effect>
 		</for>
@@ -771,7 +771,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="2.25" />
 			</effect>
 		</for>
@@ -784,7 +784,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param POISON="2.25" />
 			</effect>
 		</for>
@@ -797,7 +797,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="2.25" />
 			</effect>
 		</for>
@@ -810,7 +810,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="2.25" />
 			</effect>
 		</for>
@@ -823,7 +823,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="2.25" />
 			</effect>
 		</for>
@@ -835,7 +835,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="2.25" />
 			</effect>
 		</for>
@@ -847,7 +847,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="2.25" />
 			</effect>
 		</for>
@@ -859,7 +859,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="2.25" />
 			</effect>
 		</for>
@@ -871,7 +871,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="2.25" />
 			</effect>
 		</for>
@@ -883,7 +883,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="2.25" />
 			</effect>
 		</for>
@@ -895,7 +895,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="2.25" />
 			</effect>
 		</for>
@@ -908,7 +908,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="2.57" />
 			</effect>
 		</for>
@@ -921,7 +921,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="2.57" />
 			</effect>
 		</for>
@@ -934,7 +934,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param POISON="2.57" />
 			</effect>
 		</for>
@@ -947,7 +947,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="2.57" />
 			</effect>
 		</for>
@@ -960,7 +960,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="2.57" />
 			</effect>
 		</for>
@@ -973,7 +973,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="2.57" />
 			</effect>
 		</for>
@@ -985,7 +985,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="2.57" />
 			</effect>
 		</for>
@@ -997,7 +997,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="2.57" />
 			</effect>
 		</for>
@@ -1009,7 +1009,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="2.57" />
 			</effect>
 		</for>
@@ -1021,7 +1021,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="2.57" />
 			</effect>
 		</for>
@@ -1033,7 +1033,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="2.57" />
 			</effect>
 		</for>
@@ -1045,7 +1045,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="2.57" />
 			</effect>
 		</for>
@@ -1057,14 +1057,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5693" skillLevel="1" /> <!-- PvP Armor - Speed Down -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SLEEP="70" />
 				<param HOLD="70" />
 				<mul order="0x30" stat="pAtk" val="1.04" /> <!-- P. Atk. +4% -->
@@ -1081,14 +1081,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5693" skillLevel="1" /> <!-- PvP Armor - Speed Down -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="pAtk" val="1.04" /> <!-- P. Atk. +4% -->
 				<add order="0x40" stat="accCombat" val="3.1" /> <!-- Accuracy +3 -->
@@ -1105,14 +1105,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5694" skillLevel="1" /> <!-- PvP Armor - Mirage -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SLEEP="70" />
 				<param HOLD="70" />
 				<mul order="0x30" stat="mDef" val="1.04" /> <!-- M. Def. +4% -->
@@ -1130,14 +1130,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5694" skillLevel="1" /> <!-- PvP Armor - Mirage -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="pAtk" val="1.08"> <!-- Archery P. Atk. +8% -->
 					<using kind="Bow,Crossbow" />
@@ -1157,14 +1157,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5691" skillLevel="1" /> <!-- PvP Armor - Critical Down -->
 				<param targetType="SELF" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SLEEP="70" />
 				<param HOLD="70" />
 				<mul order="0x30" stat="regMp" val="1.04" /> <!-- MP Regeneration +4% -->
@@ -1182,14 +1182,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5691" skillLevel="1" /> <!-- PvP Armor - Critical Down -->
 				<param targetType="SELF" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<add order="0x40" stat="maxMp" val="240" /> <!-- MP +240 -->
 				<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- Casting Spd. +15% -->
@@ -1207,14 +1207,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5693" skillLevel="1" /> <!-- PvP Armor - Speed Down -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SLEEP="70" />
 				<param HOLD="70" />
 				<add order="0x40" stat="maxHp" val="445" /> <!-- Maximum HP +445 -->
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/08200-08299.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/08200-08299.xml
index 56920d4257c0e1b8999abd2d97a8e3ac2266cf82..6374d90bd13e7c4f8a54af2703227529628db3c3 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/08200-08299.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/08200-08299.xml
@@ -14,7 +14,7 @@
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -30,14 +30,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5691" skillLevel="1" /> <!-- PvP Armor - Critical Down -->
 				<param targetType="SELF" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<sub order="0x40" stat="cancel" val="50" /> <!-- Casting Cancel Probability -50% -->
 				<mul order="0x30" stat="mAtk" val="1.17" /> <!-- M. Atk +17% -->
@@ -62,7 +62,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -79,14 +79,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5693" skillLevel="1" /> <!-- PvP Armor - Speed Down -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="13" />
 				<mul order="0x30" stat="pDef" val="1.054" /> <!-- P. Def. +5.4% -->
 				<add order="0x40" stat="maxHp" val="492" /> <!-- Max HP +492 effect -->
@@ -114,7 +114,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -138,7 +138,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -162,7 +162,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -186,7 +186,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -203,14 +203,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5694" skillLevel="1" /> <!-- PvP Armor - Mirage -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param HOLD="13" />
 				<add order="0x40" stat="rEvas" val="4.3" /> <!-- Evasion +4.3 -->
 				<add order="0x40" stat="maxHp" val="492" /> <!-- Max HP +492 Effect -->
@@ -238,7 +238,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -261,7 +261,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -286,7 +286,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -311,7 +311,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -336,7 +336,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -360,7 +360,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -384,7 +384,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -409,7 +409,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -434,7 +434,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -459,7 +459,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -476,14 +476,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5693" skillLevel="1" /> <!-- PvP Armor - Speed Down -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="15" />
 				<mul order="0x30" stat="pDef" val="1.066" /> <!-- P. Def. +6.6% -->
 				<add order="0x40" stat="maxHp" val="492" /> <!-- Max HP +492 -->
@@ -511,7 +511,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -535,7 +535,7 @@
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -559,7 +559,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -576,14 +576,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5694" skillLevel="1" /> <!-- PvP Armor - Mirage -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param HOLD="15" />
 				<add order="0x40" stat="rEvas" val="5.3" /> <!-- Evasion +5.3 -->
 				<add order="0x40" stat="maxHp" val="492" /> <!-- Max HP +492 -->
@@ -611,7 +611,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -635,7 +635,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -660,7 +660,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -685,7 +685,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -710,7 +710,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -735,7 +735,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -760,7 +760,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -785,7 +785,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -809,7 +809,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
@@ -843,7 +843,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="17.5" />
 				<param HOLD="17.5" />
 				<mul order="0x30" stat="mDef" val="1.0062" />
@@ -856,7 +856,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="17.5" />
 				<param HOLD="17.5" />
 				<mul order="0x30" stat="regMp" val="1.0062" />
@@ -877,7 +877,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="540" />
+			<effect name="Heal" val="540" />
 		</for>
 	</skill>
 	<skill id="8238" levels="1" name="Shalin Strike">
@@ -893,7 +893,7 @@
 		<set name="reuseDelay" val="20000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="8239" levels="1" name="Critical Up">
@@ -957,7 +957,7 @@
 		<set name="reuseDelay" val="20000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="8243" levels="1" name="Chill Strike">
@@ -975,7 +975,7 @@
 		<set name="reuseDelay" val="120000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="MagicalAttack" noicon="1" val="0" />
+			<effect name="MagicalAttack" />
 		</for>
 	</skill>
 	<skill id="8244" levels="1" name="Transform Gatekeeper">
@@ -1011,7 +1011,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8246" levels="1" name="Transform Pumpkin Ghost">
@@ -1067,7 +1067,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="TRANSFORM,319" />
 			</effect>
 		</for>
@@ -1097,6 +1097,9 @@
 		<table name="#npcIds"> 14916 14917 </table>
 		<set name="magicLvl" val="63" />
 		<set name="npcId" val="#npcIds" />
+		<cond>
+			<player canSummon="true" />
+		</cond>
 	</skill>
 	<skill id="8251" levels="1" name="Collection Agathion Release Seal">
 		<!-- Confirmed CT2.5 -->
@@ -1108,7 +1111,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8252" levels="1" name="Test - Transform Mount1">
@@ -1151,7 +1154,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8255" levels="1" name="Release Seal on Agathion - Griffin">
@@ -1164,7 +1167,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8256" levels="1" name="Release Seal on Agathion - Joy">
@@ -1177,7 +1180,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8257" levels="1" name="Release Seal on Agathion - Anger">
@@ -1190,7 +1193,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8258" levels="1" name="Release Seal on Agathion - Sorrow">
@@ -1203,7 +1206,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8259" levels="1" name="Release Seal on Agathion - Girl Teddy Boy">
@@ -1216,7 +1219,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8260" levels="1" name="Release Seal on Agathion - Girl Teddy Girl">
@@ -1229,7 +1232,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8261" levels="1" name="Steam Beatle Mount">
@@ -1415,7 +1418,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8276" levels="1" name="Shield Branding">
@@ -1525,7 +1528,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="70" />
 				<param SLEEP="70" />
 				<mul order="0x30" stat="pAtk" val="1.0557" /> <!-- P. Atk. +5.57% -->
@@ -1541,7 +1544,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="70" />
 				<param SLEEP="70" />
 				<mul order="0x30" stat="pAtk" val="1.0557" /> <!-- P. Atk. +5.57% -->
@@ -1574,7 +1577,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="50" />
 				<mul order="0x30" stat="pAtk" val="1.0557" /> <!-- P. Atk. +5.57% -->
 				<mul order="0x30" stat="pAtkSpd" val="1.05" /> <!-- Atk. Spd. +5% -->
@@ -1593,7 +1596,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="mAtk" val="1.0847" /> <!-- M. Atk. 8.47% -->
 				<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- Casting Speed 15% -->
@@ -1609,7 +1612,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="mAtk" val="1.0847" /> <!-- M. Atk. 8.47% -->
 				<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- Casting Speed 15% -->
@@ -1662,12 +1665,12 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param HOLD="30" />
 				<mul order="0x30" stat="cAtk" val="1.15" /> <!-- Increases critical attack power by 15% -->
 				<add order="0x40" stat="accCombat" val="2" /> <!-- Increases accuracy by 2 -->
 			</effect>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="30" />
 			</effect>
 		</for>
@@ -1678,12 +1681,12 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="20" />
 				<param DERANGEMENT="20" />
 				<add order="0x40" stat="absorbDam" val="4" /> <!-- Recovers 4% of the damage to the enemy as your HP -->
 			</effect>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="20" />
 				<param DERANGEMENT="20" />
 			</effect>
@@ -1695,7 +1698,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="15" />
 				<param SHOCK="15" />
 				<param SLEEP="15" />
@@ -1703,7 +1706,7 @@
 				<mul order="0x30" stat="mReuse" val="0.95" /> <!-- Decreases the skill's reuse time by 5% -->
 				<add order="0x40" stat="reflectDam" val="4" /> <!-- Reflects 4% of the damage received back to the enemy -->
 			</effect>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="15" />
 				<param SHOCK="15" />
 				<param SLEEP="15" />
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/08300-08399.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/08300-08399.xml
index 4a4710c07f1176cd0e2808bd151831ef4b34f86c..0c84154ae14c707f448d1c6aa9ba5ffaf48a8afe 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/08300-08399.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/08300-08399.xml
@@ -16,14 +16,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="10" />
 				<param skillId="5693" skillLevel="1" /> <!-- PvP Armor - Speed Down -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param HOLD="70" />
 				<param SLEEP="70" />
 				<mul order="0x30" stat="pAtk" val="1.0557" /> <!-- P. Atk. +5.57% -->
@@ -42,14 +42,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="10" />
 				<param skillId="5693" skillLevel="1" /> <!-- PvP Armor - Speed Down -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param HOLD="70" />
 				<param SLEEP="70" />
 				<mul order="0x30" stat="pAtk" val="1.0557" /> <!-- P. Atk. +5.57% -->
@@ -79,7 +79,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="25" />
@@ -105,7 +105,7 @@
 			<mul order="0x30" stat="pvpMagicalDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysSkillsDef" val="1.05" />
 			<mul order="0x30" stat="pvpPhysDef" val="1.05" />
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="25" />
@@ -121,14 +121,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="25" />
 				<param skillId="5691" skillLevel="1" /> <!-- PvP Armor - Critical Down -->
 				<param targetType="SELF" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="mAtk" val="1.0847" /> <!-- M. Atk. 8.47% -->
 				<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- Casting Speed 15% -->
@@ -147,14 +147,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="50" />
 				<param chance="25" />
 				<param skillId="5691" skillLevel="1" /> <!-- PvP Armor - Critical Down -->
 				<param targetType="SELF" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="mAtk" val="1.0847" /> <!-- M. Atk. 8.47% -->
 				<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- Casting Speed 15% -->
@@ -176,7 +176,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="33" activationMinDamage="1" chanceType="ON_HIT" triggeredId="21007" />
+			<effect name="ChanceSkillTrigger" activationChance="33" activationMinDamage="1" chanceType="ON_HIT" triggeredId="21007" />
 		</for>
 	</skill>
 	<skill id="8308" levels="1" name="Red Talisman - Guardian of the Territory">
@@ -196,10 +196,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxCp" val="1200" />
 			</effect>
-			<effect name="CpHeal" noicon="1" val="1200" />
+			<effect name="CpHeal" val="1200" />
 		</for>
 	</skill>
 	<skill id="8309" levels="1" name="Red Talisman - Territory Convoy">
@@ -219,10 +219,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxCp" val="800" />
 			</effect>
-			<effect name="CpHeal" noicon="1" val="800" />
+			<effect name="CpHeal" val="800" />
 		</for>
 	</skill>
 	<skill id="8310" levels="1" name="Arcana Sigil">
@@ -267,7 +267,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8315" levels="1" name="Santa Claus' Blessed Weapon">
@@ -374,7 +374,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8328" levels="1" name="Release Seal on Agathion - Oink oink">
@@ -387,7 +387,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8329" levels="1" name="Summon Friend">
@@ -415,7 +415,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8331" levels="1" name="Blue Talisman - Buff Cancel">
@@ -433,7 +433,7 @@
 		<set name="reuseDelay" val="360000" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="buff" rate="25" max="5" />
 			</effect>
 		</for>
@@ -453,7 +453,7 @@
 		<set name="reuseDelay" val="360000" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="StealAbnormal" noicon="1" val="0">
+			<effect name="StealAbnormal">
 				<param slot="buff" rate="25" max="3" />
 			</effect>
 		</for>
@@ -475,10 +475,10 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="maxCp" val="1500" />
 			</effect>
-			<effect name="CpHeal" noicon="1" val="1500" />
+			<effect name="CpHeal" val="1500" />
 		</for>
 	</skill>
 	<skill id="8334" levels="1" name="Blue Talisman - Lord's Divine Protection">
@@ -498,7 +498,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pvpMagicalDef" val="1.75" />
 				<mul order="0x30" stat="pvpPhysDef" val="1.75" />
 			</effect>
@@ -521,7 +521,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="earthRes" val="15" />
 				<add order="0x40" stat="waterRes" val="15" />
 				<add order="0x40" stat="windRes" val="15" />
@@ -693,11 +693,11 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="15" />
 				<mul order="0x30" stat="maxCp" val="#maxCp" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param BLEED="15" />
 			</effect>
 		</for>
@@ -710,11 +710,11 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param HOLD="15" />
 				<mul order="0x30" stat="maxCp" val="#maxCp" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param POISON="15" />
 			</effect>
 		</for>
@@ -727,11 +727,11 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param BLEED="15" />
 				<mul order="0x30" stat="maxCp" val="#maxCp" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param PARALYZE="15" />
 			</effect>
 		</for>
@@ -744,11 +744,11 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param PARALYZE="15" />
 				<mul order="0x30" stat="maxCp" val="#maxCp" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param HOLD="15" />
 			</effect>
 		</for>
@@ -761,11 +761,11 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param DERANGEMENT="15" />
 				<mul order="0x30" stat="maxCp" val="#maxCp" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="15" />
 			</effect>
 		</for>
@@ -778,11 +778,11 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SLEEP="15" />
 				<mul order="0x30" stat="maxCp" val="#maxCp" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="15" />
 			</effect>
 		</for>
@@ -795,11 +795,11 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="15" />
 				<mul order="0x30" stat="maxCp" val="#maxCp" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SLEEP="15" />
 			</effect>
 		</for>
@@ -812,11 +812,11 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param POISON="15" />
 				<mul order="0x30" stat="maxCp" val="#maxCp" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param HOLD="15" />
 			</effect>
 		</for>
@@ -829,11 +829,11 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param HOLD="15" />
 				<mul order="0x30" stat="maxCp" val="#maxCp" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param DERANGEMENT="15" />
 			</effect>
 		</for>
@@ -854,7 +854,7 @@
 		<set name="reuseDelay" val="4000" />
 		<set name="targetType" val="FRONT_AREA" />
 		<for>
-			<effect name="StaticDamage" noicon="1" val="10000" />
+			<effect name="StaticDamage" val="10000" />
 		</for>
 	</skill>
 	<skill id="8358" levels="1" name="Remove the seal of an Agathion - Towbat">
@@ -867,7 +867,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8359" levels="1" name="Notifier">
@@ -893,7 +893,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<mul order="0x30" stat="vitalityConsumeRate" val="0" />
 			</effect>
 		</for>
@@ -907,11 +907,11 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="AttackTrait" val="0">
+			<effect name="AttackTrait">
 				<param SHOCK="20" />
 				<param DERANGEMENT="20" />
 			</effect>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="20" />
 				<param DERANGEMENT="20" />
 			</effect>
@@ -1311,7 +1311,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="pAtk" val="1.0426" /> <!-- Atk Power +4.26% -->
 				<mul order="0x30" stat="pAtkSpd" val="1.04" /> <!-- Atk. Spd. +4% -->
@@ -1331,7 +1331,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="50" />
 				<mul order="0x30" stat="pAtk" val="1.0426" /> <!-- P. Atk. +4.26% -->
 				<mul order="0x30" stat="pAtkSpd" val="1.04" /> <!-- Atk. Spd. +4% -->
@@ -1351,7 +1351,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="50" />
 				<mul order="0x30" stat="mAtk" val="1.0811" /> <!-- M. Power +8.11% -->
 				<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- M. Spd. +15% -->
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/08400-08499.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/08400-08499.xml
index 5c6ad37f898898fc714d6dd354982e99c1b4f9e6..abda8450b8c14bcf644b4fd8e8deb18d1d172ae7 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/08400-08499.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/08400-08499.xml
@@ -7,7 +7,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="50" />
 				<param HOLD="50" />
 				<param SLEEP="50" />
@@ -32,7 +32,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="pAtk" val="1.0557" /> <!-- Atk. Power + 5.57% -->
 				<mul order="0x30" stat="pDef" val="1.0557" /> <!-- Def. Power + 5.57% -->
@@ -55,7 +55,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="mAtk" val="1.087" /> <!-- M. Power +8.7% -->
 				<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- M. Spd. +15% -->
@@ -77,7 +77,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="50" />
 				<param HOLD="50" />
 				<param SLEEP="50" />
@@ -101,7 +101,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="50" />
 				<mul order="0x30" stat="pAtk" val="1.0659" /> <!-- Attack Power +6.59% -->
 				<mul order="0x30" stat="pAtkSpd" val="1.06" /> <!-- Atk. Spd. +6% -->
@@ -122,7 +122,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="mAtk" val="1.1" /> <!-- M. Power +10% -->
 				<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- M. Spd. +15% -->
@@ -145,14 +145,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5693" skillLevel="1" /> <!-- PvP Armor - Speed Down -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="pAtk" val="1.0426" /> <!-- Atk Power +4.26% -->
 				<mul order="0x30" stat="pAtkSpd" val="1.04" /> <!-- Atk. Spd. +4% -->
@@ -175,14 +175,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5694" skillLevel="1" /> <!-- PvP Armor - Mirage -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param HOLD="50" />
 				<mul order="0x30" stat="pAtk" val="1.0426" /> <!-- P. Atk. +4.26% -->
 				<mul order="0x30" stat="pAtkSpd" val="1.04" /> <!-- Atk. Spd. +4% -->
@@ -205,14 +205,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5691" skillLevel="1" /> <!-- PvP Armor - Critical Down -->
 				<param targetType="SELF" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param PARALYZE="50" />
 				<mul order="0x30" stat="mAtk" val="1.0811" /> <!-- M. Power +8.11% -->
 				<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- M. Spd. +15% -->
@@ -234,14 +234,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5693" skillLevel="1" /> <!-- PvP Armor - Speed Down -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param BLEED="50" />
 				<param HOLD="50" />
 				<param SLEEP="50" />
@@ -269,14 +269,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5694" skillLevel="1" /> <!-- PvP Armor - Mirage -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="pAtk" val="1.0557" /> <!-- Atk. Power + 5.57% -->
 				<mul order="0x30" stat="pDef" val="1.0557" /> <!-- Def. Power + 5.57% -->
@@ -302,14 +302,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5691" skillLevel="1" /> <!-- PvP Armor - Critical Down -->
 				<param targetType="SELF" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="mAtk" val="1.087" /> <!-- M. Power +8.7% -->
 				<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- M. Spd. +15% -->
@@ -334,14 +334,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5693" skillLevel="1" /> <!-- PvP Armor - Speed Down -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param BLEED="50" />
 				<param HOLD="50" />
 				<param SLEEP="50" />
@@ -368,14 +368,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5694" skillLevel="1" /> <!-- PvP Armor - Mirage -->
 				<param targetType="ONE" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param PARALYZE="50" />
 				<mul order="0x30" stat="pAtk" val="1.0659" /> <!-- Attack Power +6.59% -->
 				<mul order="0x30" stat="pAtkSpd" val="1.06" /> <!-- Atk. Spd. +6% -->
@@ -399,14 +399,14 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="TriggerSkillByDamage" val="0">
+			<effect name="TriggerSkillByDamage">
 				<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
 				<param minDamage="1" />
 				<param chance="2" />
 				<param skillId="5691" skillLevel="1" /> <!-- PvP Armor - Critical Down -->
 				<param targetType="SELF" />
 			</effect>
-			<effect name="DefenceTrait" val="0" noicon="1">
+			<effect name="DefenceTrait">
 				<param SHOCK="50" />
 				<mul order="0x30" stat="mAtk" val="1.1" /> <!-- M. Power +10% -->
 				<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- M. Spd. +15% -->
@@ -453,7 +453,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="5" />
 				<mul order="0x30" stat="pAtk" val="1.0125" />
 				<mul order="0x30" stat="pAtkSpd" val="1.01" />
@@ -468,7 +468,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="5" />
 				<mul order="0x30" stat="pAtk" val="1.0426" />
 				<mul order="0x30" stat="pAtkSpd" val="1.04" />
@@ -486,7 +486,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="5" />
 				<mul order="0x30" stat="pAtk" val="1.0208" />
 				<mul order="0x30" stat="pAtkSpd" val="1.0167" />
@@ -501,7 +501,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="5" />
 				<mul order="0x30" stat="pAtk" val="1.0083" />
 				<mul order="0x30" stat="pAtkSpd" val="1.0067" />
@@ -516,7 +516,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="5" />
 				<mul order="0x30" stat="pAtk" val="1.0083" />
 				<mul order="0x30" stat="pAtkSpd" val="1.0067" />
@@ -541,7 +541,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="5" />
 				<mul order="0x30" stat="pAtk" val="1.0125" />
 				<mul order="0x30" stat="regMp" val="1.01" />
@@ -556,7 +556,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="5" />
 				<mul order="0x30" stat="pAtk" val="1.0426" />
 				<mul order="0x30" stat="regMp" val="1.04" />
@@ -571,7 +571,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="5" />
 				<mul order="0x30" stat="pAtk" val="1.0208" />
 				<mul order="0x30" stat="regMp" val="1.0167" />
@@ -586,7 +586,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="5" />
 				<mul order="0x30" stat="pAtk" val="1.0083" />
 				<mul order="0x30" stat="regMp" val="1.0067" />
@@ -601,7 +601,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="5" />
 				<mul order="0x30" stat="pAtk" val="1.0083" />
 				<mul order="0x30" stat="regMp" val="1.0067" />
@@ -616,7 +616,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="5" />
 				<mul order="0x30" stat="mAtk" val="1.0062" />
 				<add order="0x40" stat="fireRes" val="5" />
@@ -630,7 +630,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="5" />
 				<mul order="0x30" stat="mAtk" val="1.0811" /> <!-- M. Atk. +8.11% -->
 				<mul order="0x30" stat="mAtkSpd" val="1.15" /> <!-- Cast. Spd. +15% -->
@@ -648,7 +648,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="5" />
 				<mul order="0x30" stat="mAtk" val="1.0103" />
 				<add order="0x40" stat="waterRes" val="5" />
@@ -662,7 +662,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="5" />
 				<mul order="0x30" stat="mAtk" val="1.0041" />
 				<add order="0x40" stat="windRes" val="5" />
@@ -676,7 +676,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="5" />
 				<mul order="0x30" stat="mAtk" val="1.0041" />
 				<add order="0x40" stat="earthRes" val="5" />
@@ -700,7 +700,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="10.5" />
 				<param HOLD="10.5" />
 				<mul order="0x30" stat="pAtk" val="1.0062" />
@@ -716,7 +716,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="28" />
 				<param HOLD="28" />
 				<mul order="0x30" stat="pAtk" val="1.0557" />
@@ -732,7 +732,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="18" />
 				<param HOLD="18" />
 				<mul order="0x30" stat="pAtk" val="1.0103" />
@@ -748,7 +748,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="7" />
 				<param HOLD="7" />
 				<mul order="0x30" stat="pAtk" val="1.0041" />
@@ -764,7 +764,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="7" />
 				<param HOLD="7" />
 				<mul order="0x30" stat="pAtk" val="1.0041" />
@@ -855,7 +855,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="7.5" />
 				<mul order="0x30" stat="mAtk" val="1.0041" />
 				<mul order="0x30" stat="regMp" val="1.0041" />
@@ -870,7 +870,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="20" />
 				<mul order="0x30" stat="mAtk" val="1.0847" />
 				<mul order="0x30" stat="mAtkSpd" val="1.15" />
@@ -886,7 +886,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="12.5" />
 				<mul order="0x30" stat="mAtk" val="1.0068" />
 				<mul order="0x30" stat="regMp" val="1.0068" />
@@ -901,7 +901,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="5" />
 				<mul order="0x30" stat="mAtk" val="1.0027" />
 				<mul order="0x30" stat="regMp" val="1.0027" />
@@ -916,7 +916,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="5" />
 				<mul order="0x30" stat="mAtk" val="1.0027" />
 				<mul order="0x30" stat="regMp" val="1.0027" />
@@ -941,7 +941,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="7.62" />
 			</effect>
 		</for>
@@ -953,7 +953,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param POISON="6" />
 			</effect>
 		</for>
@@ -975,7 +975,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="5" />
 				<param HOLD="5" />
 			</effect>
@@ -998,7 +998,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="4.76" />
 			</effect>
 		</for>
@@ -1021,7 +1021,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="20" />
 				<param PARALYZE="15" />
 				<param SHOCK="15" />
@@ -1043,7 +1043,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="25" />
 				<param PARALYZE="20" />
 				<param SHOCK="20" />
@@ -1118,7 +1118,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8465" levels="1" name="Notifier">
@@ -1243,7 +1243,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="10.5" />
 				<param HOLD="10.5" />
 				<mul order="0x30" stat="pAtk" val="1.0062" />
@@ -1259,7 +1259,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="18" />
 				<param HOLD="18" />
 				<mul order="0x30" stat="pAtk" val="1.0103" />
@@ -1275,7 +1275,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="7" />
 				<param HOLD="7" />
 				<mul order="0x30" stat="pAtk" val="1.0041" />
@@ -1291,7 +1291,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="7" />
 				<param HOLD="7" />
 				<mul order="0x30" stat="pAtk" val="1.0041" />
@@ -1359,7 +1359,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="7.5" />
 				<mul order="0x30" stat="mAtk" val="1.0041" />
 				<mul order="0x30" stat="regMp" val="1.0041" />
@@ -1374,7 +1374,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="12.5" />
 				<mul order="0x30" stat="mAtk" val="1.0068" />
 				<mul order="0x30" stat="regMp" val="1.0068" />
@@ -1389,7 +1389,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="5" />
 				<mul order="0x30" stat="mAtk" val="1.0027" />
 				<mul order="0x30" stat="regMp" val="1.0027" />
@@ -1404,7 +1404,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="5" />
 				<mul order="0x30" stat="mAtk" val="1.0027" />
 				<mul order="0x30" stat="regMp" val="1.0027" />
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/08500-08599.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/08500-08599.xml
index 65c9fbd3878dc5e5bbe29961248413a509393497..d9bcb0f76f3937b9706ea4e1a103e36d09888c53 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/08500-08599.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/08500-08599.xml
@@ -47,7 +47,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="15" />
 			</effect>
 		</for>
@@ -59,7 +59,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="15" />
 			</effect>
 		</for>
@@ -71,7 +71,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="15" />
 			</effect>
 		</for>
@@ -83,7 +83,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="15" />
 			</effect>
 		</for>
@@ -121,7 +121,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -175,7 +175,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8516" levels="1" name="Release Seal on Agathion - Ball Trapping Orodriel">
@@ -188,7 +188,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8517" levels="1" name="Release Seal on Agathion - Penalty Kick">
@@ -201,7 +201,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8518" levels="1" name="Notifier">
@@ -231,7 +231,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8522" levels="1" name="Release Seal on Agathion - Nevit's Messenger Kanna">
@@ -243,7 +243,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8523" levels="1" name="Release Seal on Agathion - Guardian of the Dawn Kallesin">
@@ -255,7 +255,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="8524" levels="1" name="Hero's Holy Attack">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/09000-09099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/09000-09099.xml
index 147631bd7709d4268fc463b43e5bbbb4f2c4274d..655945f5ca4771f8184d97a3789791c33c0ec08c 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/09000-09099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/09000-09099.xml
@@ -89,7 +89,7 @@
 			<target npcId="13270" />
 		</cond>
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="9011" levels="1" name="Might">
@@ -105,7 +105,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -123,7 +123,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -141,7 +141,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -159,7 +159,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 			</effect>
 		</for>
@@ -177,7 +177,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -195,7 +195,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 			</effect>
 		</for>
@@ -213,7 +213,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="1.3" />
 			</effect>
 		</for>
@@ -231,7 +231,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 			</effect>
 		</for>
@@ -249,7 +249,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -267,7 +267,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" />
 			</effect>
 		</for>
@@ -285,7 +285,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.08" />
 				<mul order="0x30" stat="pAtkSpd" val="1.08" />
 				<mul order="0x30" stat="mAtk" val="1.16" />
@@ -310,7 +310,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
 		</for>
@@ -328,7 +328,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.35" />
 			</effect>
 		</for>
@@ -346,7 +346,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -364,7 +364,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -382,7 +382,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.8" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.8" />
@@ -408,7 +408,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9028" levels="1" name="Cool air cannon of fortune">
@@ -433,7 +433,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13271" npcCount="1" />
 			</effect>
 		</for>
@@ -449,7 +449,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13275" npcCount="1" />
 			</effect>
 		</for>
@@ -465,7 +465,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13271" npcCount="1" />
 			</effect>
 		</for>
@@ -481,7 +481,7 @@
 		<set name="reuseDelay" val="10000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13275" npcCount="1" />
 			</effect>
 		</for>
@@ -531,7 +531,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9037" levels="1" name="Special July 7th Parcel (Event)">
@@ -552,7 +552,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9038" levels="1" name="Steamed Rice Cake">
@@ -565,7 +565,7 @@
 		<set name="reuseDelay" val="3600000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
+			<effect name="VitalityPointUp" val="20000" />
 		</for>
 	</skill>
 	<skill id="9039" levels="1" name="Steamed Rice Cake">
@@ -578,7 +578,7 @@
 		<set name="reuseDelay" val="3600000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
+			<effect name="VitalityPointUp" val="20000" />
 		</for>
 	</skill>
 	<skill id="9040" levels="1" name="PC Cafe Points">
@@ -621,7 +621,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9043" levels="1" name="6th Anniversary Cube">
@@ -643,7 +643,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9044" levels="1" name="6th Anniversary Cube">
@@ -665,7 +665,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9045" levels="1" name="6th Anniversary Cube">
@@ -687,7 +687,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9046" levels="1" name="6th Anniversary Cube">
@@ -709,7 +709,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9047" levels="1" name="6th Anniversary Cube">
@@ -731,7 +731,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9048" levels="1" name="6th Anniversary Cube">
@@ -753,7 +753,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9049" levels="1" name="Golden Spice">
@@ -866,7 +866,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9056" levels="1" name="Crystal Spice Capsule">
@@ -889,7 +889,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9057" levels="1" name="Freezing Core">
@@ -988,7 +988,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9065" levels="1" name="Shiny Halloween Toy Chest">
@@ -1010,7 +1010,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9066" levels="1" name="Scroll of Transformation Box">
@@ -1032,7 +1032,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9067" levels="1" name="Potion of Vitality Maintenance">
@@ -1051,7 +1051,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<mul order="0x30" stat="vitalityConsumeRate" val="0" />
 			</effect>
 		</for>
@@ -1071,7 +1071,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<mul order="0x30" stat="vitalityConsumeRate" val="0" />
 			</effect>
 		</for>
@@ -1085,7 +1085,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="GiveSp" noicon="1" val="10000" />
+			<effect name="GiveSp" val="10000" />
 		</for>
 	</skill>
 	<skill id="9070" levels="1" name="Halloween Pumpkin">
@@ -1107,7 +1107,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9071" levels="1" name="Halloween Pumpkin - event">
@@ -1129,7 +1129,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9072" levels="1" name="Small Halloween Pumpkin">
@@ -1151,7 +1151,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9073" levels="1" name="Energy of Vampiric Rage">
@@ -1170,7 +1170,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" />
 			</effect>
 		</for>
@@ -1183,7 +1183,7 @@
 		<set name="reuseDelay" val="600000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="2300" />
+			<effect name="Heal" val="2300" />
 		</for>
 	</skill>
 	<skill id="9075" levels="1" name="Awful Soup">
@@ -1238,7 +1238,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9078" levels="1" name="Rainbow Springs Potion">
@@ -1254,7 +1254,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="1.3" />
 				<mul order="0x30" stat="regMp" val="1.3" />
 				<mul order="0x30" stat="regCp" val="1.3" />
@@ -1276,7 +1276,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="1.2" />
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="regMp" val="1.2" />
@@ -1315,7 +1315,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9081" levels="1" name="Christmas Cake">
@@ -1329,7 +1329,7 @@
 		<set name="reuseDelay" val="3600000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
+			<effect name="VitalityPointUp" val="20000" />
 		</for>
 	</skill>
 	<skill id="9082" levels="1" name="White Christmas Petition">
@@ -1349,7 +1349,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<mul order="0x30" stat="vitalityConsumeRate" val="0" />
 			</effect>
 		</for>
@@ -1365,7 +1365,7 @@
 		<set name="reuseDelay" val="3600000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
+			<effect name="VitalityPointUp" val="20000" />
 		</for>
 	</skill>
 	<skill id="9084" levels="1" name="White Christmas Petition - event">
@@ -1385,7 +1385,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<mul order="0x30" stat="vitalityConsumeRate" val="0" />
 			</effect>
 		</for>
@@ -1409,7 +1409,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9086" levels="1" name="Santa - Potion of Will">
@@ -1419,7 +1419,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="CpHeal" noicon="1" val="300" />
+			<effect name="CpHeal" val="300" />
 		</for>
 	</skill>
 	<skill id="9087" levels="1" name="Create Item">
@@ -1442,7 +1442,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="172" skillLvl="10" />
 			</effect>
 		</for>
@@ -1486,7 +1486,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="758" skillLvl="1" />
 			</effect>
 		</for>
@@ -1510,7 +1510,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="759" skillLvl="1" />
 			</effect>
 		</for>
@@ -1535,7 +1535,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="945" skillLvl="1" />
 			</effect>
 		</for>
@@ -1559,7 +1559,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="755" skillLvl="1" />
 			</effect>
 		</for>
@@ -1583,7 +1583,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="756" skillLvl="1" />
 			</effect>
 		</for>
@@ -1607,7 +1607,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="SetSkill" noicon="1" val="0">
+			<effect name="SetSkill">
 				<param skillId="757" skillLvl="1" />
 			</effect>
 		</for>
@@ -1622,7 +1622,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13286" npcCount="1" />
 			</effect>
 		</for>
@@ -1637,7 +1637,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13287" npcCount="1" />
 			</effect>
 		</for>
@@ -1652,7 +1652,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13293" npcCount="1" />
 			</effect>
 		</for>
@@ -1667,7 +1667,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="13294" npcCount="1" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/09100-09199.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/09100-09199.xml
index bf7563bc184672ae40a55147d08a499f23afc191..de4d2f0947fa99ee8bd709d8dbd24f01abb2770a 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/09100-09199.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/09100-09199.xml
@@ -19,7 +19,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9101" levels="1" name="Icarus Weapon Box">
@@ -41,7 +41,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9102" levels="1" name="Dynasty Weapon Box">
@@ -63,7 +63,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9103" levels="1" name="Box of Vesper Armor">
@@ -85,7 +85,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9104" levels="1" name="Box of Moirai Armor">
@@ -107,7 +107,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9105" levels="1" name="Box of Dynasty Armor">
@@ -129,7 +129,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9106" levels="1" name="Soul Crystal Box - Level 14">
@@ -151,7 +151,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9107" levels="1" name="Soul Crystal Box - Level 15">
@@ -173,7 +173,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9108" levels="1" name="Soul Crystal Box - Level 16">
@@ -195,7 +195,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9109" levels="1" name="Box of Facelift Potions">
@@ -217,7 +217,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9110" levels="1" name="Box of Haircolor Change Potions">
@@ -239,7 +239,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9111" levels="1" name="Box of Hairstyle Change Potions">
@@ -261,7 +261,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9112" levels="1" name="Box of Gold Apiga">
@@ -283,7 +283,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9113" levels="1" name="Vitality Potion">
@@ -846,7 +846,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9159" levels="1" name="Transformation Scroll - Anakim">
@@ -913,7 +913,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" special="vesper_s">
+			<effect name="Buff" special="vesper_s">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 				<mul order="0x30" stat="mAtk" val="1.2" />
 				<add order="0x40" stat="runSpd" val="10" />
@@ -936,7 +936,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" special="vesper_c">
+			<effect name="Buff" special="vesper_c">
 				<add order="0x40" stat="rCrit" val="15" />
 				<add order="0x40" stat="mCritRate" val="2" />
 				<add order="0x40" stat="runSpd" val="10" />
@@ -960,7 +960,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" special="vesper_d">
+			<effect name="Buff" special="vesper_d">
 				<mul order="0x30" stat="pAtkSpd" val="1.2" />
 				<mul order="0x30" stat="mAtkSpd" val="1.2" />
 				<add order="0x40" stat="runSpd" val="20" />
@@ -987,7 +987,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9165" levels="1" name="Energy of Sprout">
@@ -1067,7 +1067,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="GiveSp" noicon="1" val="500000" />
+			<effect name="GiveSp" val="500000" />
 		</for>
 	</skill>
 	<skill id="9175" levels="1" name="1,000,000 SP scroll">
@@ -1079,7 +1079,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="GiveSp" noicon="1" val="1000000" />
+			<effect name="GiveSp" val="1000000" />
 		</for>
 	</skill>
 	<skill id="9176" levels="1" name="Provided gift of cheers">
@@ -1105,7 +1105,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="9178" levels="1" name="Theodric's Box">
@@ -1132,7 +1132,7 @@
 		<set name="reuseDelay" val="3000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="GiveSp" noicon="1" val="#amount" />
+			<effect name="GiveSp" val="#amount" />
 		</for>
 	</skill>
 	<skill id="9181" levels="1" name="Nevit's Hourglass - 4 hour(s)">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/20000-20099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/20000-20099.xml
index 7d0a9c89c9cfe9ba993a356854be019d35fb4b7a..adda0a1507444475e7d310ba63ac9cdced74d920 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/20000-20099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/20000-20099.xml
@@ -25,7 +25,7 @@
 		<set name="reuseDelay" val="5000" /> <!-- FIXME: value unconfirmed -->
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="FatalBlow" />
 		</for>
 	</skill>
 	<skill id="20003" levels="1" name="Dragon Slash">
@@ -40,7 +40,7 @@
 		<set name="reuseDelay" val="5000" /> <!-- FIXME: value unconfirmed -->
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="PhysicalAttack" noicon="1" val="0" />
+			<effect name="PhysicalAttack" />
 		</for>
 	</skill>
 	<skill id="20004" levels="1" name="Dragon Dash">
@@ -51,7 +51,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="runSpd" val="2" />
 			</effect>
 		</for>
@@ -65,7 +65,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 			</effect>
 		</for>
@@ -83,12 +83,12 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.15" />
 				<mul order="0x30" stat="maxCp" val="1.15" />
 			</effect>
-			<effect name="CpHealPercent" noicon="1" val="15" />
-			<effect name="HealPercent" noicon="1" val="15" />
+			<effect name="CpHealPercent" val="15" />
+			<effect name="HealPercent" val="15" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/21000-21099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/21000-21099.xml
index d3fa39cf6b7add4ccfa6ad833845d18f1f88c7d0..a99a22165a141bd6b5bc8424435fee422d0e5084 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/21000-21099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/21000-21099.xml
@@ -10,7 +10,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21001" levels="1" name="Release Seal on Agathion - Gold Majo">
@@ -23,7 +23,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21002" levels="1" name="Release Seal on Agathion - Black Majo">
@@ -36,7 +36,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21003" levels="1" name="Release Seal on Agathion - Plaipitak">
@@ -49,7 +49,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21004" levels="1" name="Wind Walk">
@@ -66,7 +66,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="20" />
 			</effect>
 		</for>
@@ -84,7 +84,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
 		</for>
@@ -113,7 +113,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="21008" levels="1" name="Release Seal on Agathion - Baby Panda">
@@ -126,7 +126,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21009" levels="1" name="Release Seal on Agathion - Bamboo Panda">
@@ -139,7 +139,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21010" levels="1" name="Release Seal on Agathion - Sexy Panda">
@@ -152,7 +152,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21011" levels="1" name="Energy Recovery">
@@ -169,7 +169,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -188,7 +188,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -207,7 +207,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -420,7 +420,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21032" levels="1" name="Agathion Seal Release - Naughty Cupid">
@@ -433,7 +433,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21033" levels="1" name="Release Seal on Agathion - White Maneki Neko">
@@ -446,7 +446,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21034" levels="1" name="Release Seal on Agathion - Black Maneki Neko">
@@ -459,7 +459,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21035" levels="1" name="Release Seal on Agathion - Brown Maneki Neko">
@@ -472,7 +472,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21036" levels="1" name="Release Seal on Agathion - One-eyed Bat Drove">
@@ -485,7 +485,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21037" levels="1" name="Release Seal on Agathion - Pegasus">
@@ -498,7 +498,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21038" levels="1" name="Release Seal on Agathion - Yellow-robed Tojigong">
@@ -511,7 +511,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21039" levels="1" name="Release Seal on Agathion - Blue-robed Tojigong">
@@ -524,7 +524,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21040" levels="1" name="Release Seal on Agathion - Green-robed Tojigong">
@@ -537,7 +537,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21041" levels="1" name="Release Seal on Agathion - Bugbear">
@@ -550,7 +550,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21042" levels="1" name="Baguette's Blessing">
@@ -563,8 +563,8 @@
 		<set name="reuseDelay" val="1800000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="HealPercent" noicon="1" val="100" />
-			<effect name="ManaHealPercent" noicon="1" val="50" />
+			<effect name="HealPercent" val="100" />
+			<effect name="ManaHealPercent" val="50" />
 		</for>
 	</skill>
 	<skill id="21043" levels="1" name="Agathion Seal Cancel - Red Sumo Wrestler">
@@ -577,7 +577,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21044" levels="1" name="Agathion Seal Cancel - Blue Sumo Wrestler Agathion">
@@ -590,7 +590,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21045" levels="1" name="Agathion Seal Cancel - Great Sumo Match">
@@ -603,7 +603,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21046" levels="1" name="Agathion Seal Cancel - Button-Eyed Bear Doll">
@@ -616,7 +616,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21047" levels="1" name="Agathion Seal Cancel - God of Fortune">
@@ -629,7 +629,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21048" levels="1" name="Agathion Seal Cancel - Dryad">
@@ -642,7 +642,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21049" levels="1" name="Agathion Seal Cancel - Wonboso">
@@ -655,7 +655,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21050" levels="1" name="Agathion Seal Cancel - Daewoonso">
@@ -668,7 +668,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21051" levels="1" name="Steam Beatle Mount">
@@ -701,7 +701,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.25" />
 			</effect>
 		</for>
@@ -719,7 +719,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.25" />
 			</effect>
 		</for>
@@ -737,7 +737,7 @@
 		<set name="reuseDelay" val="43200000" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -756,7 +756,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="20" />
 			</effect>
 		</for>
@@ -774,7 +774,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
 		</for>
@@ -795,7 +795,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 			</effect>
 		</for>
@@ -816,7 +816,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="regMp" val="3.09" />
 			</effect>
 		</for>
@@ -838,7 +838,7 @@
 		<set name="trait" val="ETC" />
 		<for>
 			<effect name="HealOverTime" ticks="1" val="30" />
-			<effect name="Heal" noicon="1" val="444" />
+			<effect name="Heal" val="444" />
 		</for>
 	</skill>
 	<skill id="21060" levels="1" name="Death Whisper">
@@ -855,7 +855,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -873,7 +873,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
 		</for>
@@ -892,7 +892,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="2" />
 			</effect>
 		</for>
@@ -911,7 +911,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="20" />
 			</effect>
 		</for>
@@ -932,7 +932,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="regMp" val="3.09" />
 			</effect>
 		</for>
@@ -953,7 +953,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 			</effect>
 		</for>
@@ -974,7 +974,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -997,7 +997,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -1018,7 +1018,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="30" />
 			</effect>
 		</for>
@@ -1037,7 +1037,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="20" />
 			</effect>
 		</for>
@@ -1056,7 +1056,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -1074,7 +1074,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
 		</for>
@@ -1093,7 +1093,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="2" />
 			</effect>
 		</for>
@@ -1114,7 +1114,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="regMp" val="3.09" />
 			</effect>
 		</for>
@@ -1135,7 +1135,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 			</effect>
 		</for>
@@ -1157,7 +1157,7 @@
 		<set name="trait" val="ETC" />
 		<for>
 			<effect name="HealOverTime" ticks="1" val="30" />
-			<effect name="Heal" noicon="1" val="444" />
+			<effect name="Heal" val="444" />
 		</for>
 	</skill>
 	<skill id="21076" levels="1" name="Resist Unholy">
@@ -1176,7 +1176,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="30" />
 			</effect>
 		</for>
@@ -1195,7 +1195,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="20" />
 			</effect>
 		</for>
@@ -1214,7 +1214,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -1232,7 +1232,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
 		</for>
@@ -1251,7 +1251,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="2" />
 			</effect>
 		</for>
@@ -1272,7 +1272,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="regMp" val="3.09" />
 			</effect>
 		</for>
@@ -1293,7 +1293,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 			</effect>
 		</for>
@@ -1315,7 +1315,7 @@
 		<set name="trait" val="ETC" />
 		<for>
 			<effect name="HealOverTime" ticks="1" val="30" />
-			<effect name="Heal" noicon="1" val="444" />
+			<effect name="Heal" val="444" />
 		</for>
 	</skill>
 	<skill id="21084" levels="1" name="Energy Recovery">
@@ -1334,7 +1334,7 @@
 		<set name="targetType" val="SELF" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -1349,7 +1349,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21086" levels="1" name="Blessing of Love">
@@ -1368,7 +1368,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
+			<effect name="Invincible" special="invincible" />
 		</for>
 	</skill>
 	<skill id="21087" levels="1" name="Berserker Spirit">
@@ -1385,7 +1385,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.08" />
 				<mul order="0x30" stat="pAtkSpd" val="1.08" />
 				<mul order="0x30" stat="mAtk" val="1.16" />
@@ -1421,7 +1421,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="CallPc" noicon="1" val="0">
+			<effect name="CallPc">
 				<param itemId="0" itemCount="0" />
 			</effect>
 		</for>
@@ -1441,7 +1441,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SilentMove" abnormalVisualEffect="stealth" val="0">
+			<effect name="SilentMove" abnormalVisualEffect="stealth">
 				<mul order="0x30" stat="runSpd" val="0.5" />
 			</effect>
 		</for>
@@ -1462,7 +1462,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="PhoenixBless" val="0" />
+			<effect name="PhoenixBless" />
 		</for>
 	</skill>
 	<skill id="21091" levels="1" name="Agathion Seal Cancel - Weaver">
@@ -1475,7 +1475,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21092" levels="1" name="Theme - Love">
@@ -1512,7 +1512,7 @@
 		<set name="reuseDelay" val="43200000" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -1531,7 +1531,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
@@ -1561,7 +1561,7 @@
 			</not>
 		</cond>
 		<for>
-			<effect name="CallPc" noicon="1" val="0">
+			<effect name="CallPc">
 				<param itemId="0" itemCount="0" />
 			</effect>
 		</for>
@@ -1580,7 +1580,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<add order="0x40" stat="runSpd" val="20" />
@@ -1602,7 +1602,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.2" />
 				<mul order="0x30" stat="pDef" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="1.1" />
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/21100-21199.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/21100-21199.xml
index 76d1b809910e3eebf2ce9f1433d625e9b89bb268..fc1beccf98a55b291ce33816a58104a0afba2bb2 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/21100-21199.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/21100-21199.xml
@@ -14,7 +14,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.2" />
 				<mul order="0x30" stat="mDef" val="1.2" />
 				<mul order="0x30" stat="mAtkSpd" val="1.2" />
@@ -40,7 +40,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -58,7 +58,7 @@
 		<set name="reuseDelay" val="43200000" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -77,7 +77,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="runSpd" val="1.2" />
@@ -109,7 +109,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21106" levels="1" name="Agathion Seal Cancel - Tang-tang">
@@ -122,7 +122,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21107" levels="1" name="Agathion Seal Cancel - Dancing Lucky Kid">
@@ -135,7 +135,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21108" levels="1" name="Agathion Seal Cancel - Monkey King">
@@ -148,7 +148,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21109" levels="1" name="Agathion Seal Cancel - Utanka">
@@ -161,7 +161,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21110" levels="1" name="Agathion Seal Cancel - Bonus B">
@@ -174,7 +174,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21111" levels="1" name="Great Adventurer's Soul Power: Resilience">
@@ -191,7 +191,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="runSpd" val="1.2" />
@@ -213,7 +213,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="1.1" />
 				<mul order="0x30" stat="pDef" val="1.2" />
@@ -235,7 +235,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.2" />
 				<mul order="0x30" stat="mAtk" val="1.2" />
 				<mul order="0x30" stat="mDef" val="1.2" />
@@ -257,7 +257,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="runSpd" val="1.2" />
@@ -279,7 +279,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="1.2" />
 				<mul order="0x30" stat="pDef" val="1.2" />
@@ -301,7 +301,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.2" />
 				<mul order="0x30" stat="mAtk" val="1.2" />
 				<mul order="0x30" stat="mDef" val="1.2" />
@@ -323,7 +323,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="runSpd" val="1.2" />
@@ -346,7 +346,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="1.1" />
 				<mul order="0x30" stat="pDef" val="1.2" />
@@ -369,7 +369,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.2" />
 				<mul order="0x30" stat="mAtk" val="1.2" />
 				<mul order="0x30" stat="mDef" val="1.2" />
@@ -413,7 +413,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="pDef" val="1.2" />
@@ -436,7 +436,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="pDef" val="1.2" />
@@ -459,7 +459,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="pDef" val="1.2" />
@@ -482,7 +482,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="pDef" val="1.2" />
@@ -505,7 +505,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="pDef" val="1.2" />
@@ -528,7 +528,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="pAtkSpd" val="1.2" />
@@ -551,7 +551,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<basemul order="0x30" stat="rCrit" val="0.1" />
@@ -574,7 +574,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="runSpd" val="1.1" />
@@ -597,7 +597,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="runSpd" val="1.2" />
@@ -622,7 +622,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="mAtkSpd" val="1.2" />
@@ -645,7 +645,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SilentMove" abnormalVisualEffect="stealth" val="0">
+			<effect name="SilentMove" abnormalVisualEffect="stealth">
 				<mul order="0x30" stat="runSpd" val="0.7" />
 			</effect>
 		</for>
@@ -660,7 +660,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21134" levels="1" name="Agathion Seal Cancel - Baekyi Hwamae">
@@ -673,7 +673,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21135" levels="1" name="Agathion Seal Cancel - Kwanwoo Hwamae">
@@ -686,7 +686,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21136" levels="1" name="Authority of Golden Jack O'Lantern Mask">
@@ -705,7 +705,7 @@
 		<set name="targetType" val="PARTY" />
 		<set name="trait" val="ETC" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="maxCp" val="1.4" />
@@ -729,7 +729,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="pAtkSpd" val="1.2" />
@@ -752,7 +752,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<basemul order="0x30" stat="rCrit" val="0.1" />
@@ -775,7 +775,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="runSpd" val="1.1" />
@@ -798,7 +798,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="runSpd" val="1.2" />
@@ -823,7 +823,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="mAtkSpd" val="1.2" />
@@ -842,7 +842,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21143" levels="1" name="Agathion Seal Cancel - Gwanseum Nyang Nyang">
@@ -855,7 +855,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21144" levels="1" name="Agathion Seal Cancel - Blue Opera">
@@ -868,7 +868,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21145" levels="1" name="Agathion Seal Cancel - Blue Opera">
@@ -881,7 +881,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21146" levels="1" name="Agathion Seal Cancel - Red Opera">
@@ -894,7 +894,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21147" levels="1" name="Agathion Seal Cancel - Opera">
@@ -907,7 +907,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21148" levels="1" name="Agathion Seal Cancel - Miss Chipao">
@@ -920,7 +920,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21149" levels="1" name="Agathion Seal Cancel - Nepal Snow">
@@ -933,7 +933,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21150" levels="1" name="Agathion Seal Cancel - Round Ball Snow">
@@ -946,7 +946,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21151" levels="1" name="Agathion Seal Cancel - Ladder Snow">
@@ -959,7 +959,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21152" levels="1" name="Continuous Fireworks">
@@ -982,7 +982,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.25" />
 			</effect>
 		</for>
@@ -999,7 +999,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.25" />
 			</effect>
 		</for>
@@ -1018,7 +1018,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="1.1" />
 				<mul order="0x30" stat="pDef" val="1.3" />
@@ -1041,7 +1041,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.2" />
 				<mul order="0x30" stat="mAtk" val="1.1" />
 				<mul order="0x30" stat="mDef" val="1.2" />
@@ -1059,7 +1059,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21158" levels="1" name="Agathion Seal Cancel - Lana">
@@ -1072,7 +1072,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21159" levels="1" name="Agathion Seal Cancel - Gnocian">
@@ -1085,7 +1085,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21160" levels="1" name="Agathion Seal Cancel - Orodriel">
@@ -1098,7 +1098,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21161" levels="1" name="Agathion Seal Cancel - Lakinos">
@@ -1111,7 +1111,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21162" levels="1" name="Agathion Seal Cancel - Mortia">
@@ -1124,7 +1124,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21163" levels="1" name="Agathion Seal Cancel - Hayance">
@@ -1137,7 +1137,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21164" levels="1" name="Agathion Seal Cancel - Meruril">
@@ -1150,7 +1150,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21165" levels="1" name="Agathion Seal Cancel - Taman ze Lapatui">
@@ -1163,7 +1163,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21166" levels="1" name="Agathion Seal Cancel - Kaurin">
@@ -1176,7 +1176,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21167" levels="1" name="Agathion Seal Cancel - Ahertbein">
@@ -1189,7 +1189,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21168" levels="1" name="Agathion Seal Cancel - Naonin">
@@ -1202,7 +1202,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21169" levels="1" name="Transform Kadomas">
@@ -1235,7 +1235,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.25" />
 			</effect>
 		</for>
@@ -1371,7 +1371,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="40" />
 			</effect>
 		</for>
@@ -1385,7 +1385,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param PARALYZE="40" />
 			</effect>
 		</for>
@@ -1399,7 +1399,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SLEEP="40" />
 			</effect>
 		</for>
@@ -1421,7 +1421,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param BLEED="40" />
 			</effect>
 		</for>
@@ -1435,7 +1435,7 @@
 		<set name="skillType" val="NOTDONE" />
 		<set name="targetType" val="NONE" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param SHOCK="40" />
 			</effect>
 		</for>
@@ -1479,7 +1479,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21192" levels="1" name="Silent Move">
@@ -1496,7 +1496,7 @@
 		<set name="staticReuse" val="true" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SilentMove" val="0" abnormalVisualEffect="stealth">
+			<effect name="SilentMove" abnormalVisualEffect="stealth">
 				<mul order="0x30" stat="runSpd" val="0.6" />
 			</effect>
 		</for>
@@ -1525,7 +1525,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21195" levels="1" name="Blessed Child Transformation Skill - Trejuo">
@@ -1623,8 +1623,8 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
-			<effect name="Buff" val="0">
+			<effect name="VitalityPointUp" val="20000" />
+			<effect name="Buff">
 				<sub order="0x40" stat="vitalityConsumeRate" val="0" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/21200-21299.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/21200-21299.xml
index c9d5da2f6c56f3edb9670c3dd3e447492f5e395c..b3cf26a63057d7760ca18ead5ec8fc4544bb6f32 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/21200-21299.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/21200-21299.xml
@@ -38,7 +38,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21203" levels="1" name="Agathion Seal Cancel - Ball Trapping Orodriel">
@@ -51,7 +51,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21204" levels="1" name="Agathion Seal Cancel - Penalty Kick">
@@ -64,7 +64,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21205" levels="1" name="Agathion Seal Cancel - Ball Trapping Gnocian">
@@ -77,7 +77,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21206" levels="1" name="Agathion Seal Cancel - Ball Trapping Orodriel">
@@ -90,7 +90,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21207" levels="1" name="Agathion Seal Cancel - Penalty Kick">
@@ -103,7 +103,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21208" levels="1" name="Agathion Seal Cancel - Ball Trapping Gnocian">
@@ -116,7 +116,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21209" levels="1" name="Agathion Seal Cancel - Ball Trapping Orodriel">
@@ -129,7 +129,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21210" levels="1" name="Agathion Seal Cancel - Penalty Kick">
@@ -142,7 +142,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21211" levels="1" name="Blessing of Victory">
@@ -163,7 +163,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21213" levels="1" name="Agathion Seal Cancel - Flower Fairy Spirit">
@@ -176,7 +176,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21214" levels="1" name="Agathion Seal Cancel - Cheerleader Orodriel">
@@ -189,7 +189,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21215" levels="1" name="Agathion Seal Cancel - Cheerleader Lana">
@@ -202,7 +202,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21216" levels="1" name="Agathion Seal Cancel - Cheerleader Naonin">
@@ -215,7 +215,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21217" levels="1" name="Agathion Seal Cancel - Cheerleader Mortia">
@@ -228,7 +228,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21218" levels="1" name="Agathion Seal Cancel - Cheerleader Kaurin">
@@ -241,7 +241,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21219" levels="1" name="Agathion Seal Cancel - Cheerleader Meruril">
@@ -254,7 +254,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21220" levels="1" name="Agathion Seal Cancel - Handy">
@@ -267,7 +267,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21221" levels="1" name="Blessed Resurrection">
@@ -366,7 +366,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21234" levels="1" name="Release Seal on Agathion - Zaken Spirit Sword">
@@ -378,7 +378,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21235" levels="1" name="7th Anniversary T-shirt: Speed">
@@ -405,7 +405,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -421,7 +421,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
+			<effect name="Invincible" special="invincible" />
 		</for>
 	</skill>
 	<skill id="21238" levels="1" name="Jet Bike">
@@ -439,7 +439,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21240" levels="1" name="Release Seal on Agathion - Tow">
@@ -451,7 +451,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21241" levels="1" name="Magic Glasses">
@@ -477,7 +477,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="52195" y="218787" z="-3231" />
 			</effect>
 		</for>
@@ -499,7 +499,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="102728" y="-126242" z="-2840" />
 			</effect>
 		</for>
@@ -521,7 +521,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="181378" y="-80915" z="-2731" />
 			</effect>
 		</for>
@@ -535,7 +535,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21246" levels="1" name="Rudolph's Energy">
@@ -559,7 +559,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21249" levels="1" name="Release Seal on Agathion - Enze">
@@ -571,7 +571,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21250" levels="1" name="Academy Circlet">
@@ -594,7 +594,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="3" chanceType="ON_HIT" triggeredId="23319" />
+			<effect name="ChanceSkillTrigger" activationChance="3" chanceType="ON_HIT" triggeredId="23319" />
 		</for>
 	</skill>
 	<skill id="21253" levels="1" name="Butcher Blades">
@@ -604,7 +604,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="3" chanceType="ON_HIT" triggeredId="23320" />
+			<effect name="ChanceSkillTrigger" activationChance="3" chanceType="ON_HIT" triggeredId="23320" />
 		</for>
 	</skill>
 	<skill id="21254" levels="1" name="Claw of Destruction">
@@ -614,7 +614,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="3" chanceType="ON_HIT" triggeredId="23321" />
+			<effect name="ChanceSkillTrigger" activationChance="3" chanceType="ON_HIT" triggeredId="23321" />
 		</for>
 	</skill>
 	<skill id="21255" levels="1" name="Blades of Delusion">
@@ -624,7 +624,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="3" chanceType="ON_HIT" triggeredId="23322" triggeredLevel="10" />
+			<effect name="ChanceSkillTrigger" activationChance="3" chanceType="ON_HIT" triggeredId="23322" triggeredLevel="10" />
 		</for>
 	</skill>
 	<skill id="21256" levels="1" name="Blood Brother">
@@ -634,7 +634,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="3" chanceType="ON_HIT" triggeredId="23323" triggeredLevel="10" />
+			<effect name="ChanceSkillTrigger" activationChance="3" chanceType="ON_HIT" triggeredId="23323" triggeredLevel="10" />
 		</for>
 	</skill>
 	<skill id="21257" levels="1" name="Mardil">
@@ -644,7 +644,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" activationChance="3" chanceType="ON_ATTACKED" triggeredId="23324" />
+			<effect name="ChanceSkillTrigger" activationChance="3" chanceType="ON_ATTACKED" triggeredId="23324" />
 		</for>
 	</skill>
 	<skill id="21258" levels="1" name="Rocking Horse Mount">
@@ -670,7 +670,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21260" levels="1" name="Notifier">
@@ -718,7 +718,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonAgathion" noicon="1" val="0" />
+			<effect name="SummonAgathion" />
 		</for>
 	</skill>
 	<skill id="21267" levels="1" name="Notifier">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/22000-22099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/22000-22099.xml
index 6ecb72177515fe936bbb8f3c1776760908880910..537f3cb4c9822c6671097890ff3f1ee1ea79b11e 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/22000-22099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/22000-22099.xml
@@ -72,7 +72,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -88,7 +88,7 @@
 		<set name="reuseDelay" val="2000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="600" />
+			<effect name="VitalityPointUp" val="600" />
 		</for>
 	</skill>
 	<skill id="22006" levels="1" name="Halloween Candy">
@@ -98,7 +98,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
+			<effect name="VitalityPointUp" val="20000" />
 		</for>
 	</skill>
 	<skill id="22007" levels="1" name="Good Luck Lucky Bag">
@@ -119,7 +119,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22008" levels="1" name="Lucky Four-leaf Clover">
@@ -140,7 +140,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22009" levels="1" name="Holiday Miracle">
@@ -161,7 +161,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22010" levels="1" name="Mysterious Formal Dress">
@@ -182,7 +182,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22011" levels="1" name="Santa Claus' Gift - Joy">
@@ -203,7 +203,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22012" levels="1" name="Santa Claus' Gift - Enjoyment">
@@ -224,7 +224,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22013" levels="1" name="Holiday Festival">
@@ -243,7 +243,7 @@
 			<player class_id_restriction="0,1,2,3,4,5,6,18,19,20,21,31,32,33,34,44,45,46,53,54,55,56,57,88,89,90,91,99,100,106,107,113,117,118" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.6" />
 				<mul order="0x30" stat="maxMp" val="1.6" />
 				<mul order="0x30" stat="maxCp" val="1.6" />
@@ -273,7 +273,7 @@
 			<player class_id_restriction="7,8,9,22,23,24,35,36,37,47,48,92,93,101,102,108,109,114,123,124,125,126,127,128,129,130,131,132,133,134,135,136" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="maxCp" val="1.4" />
@@ -303,7 +303,7 @@
 			<player class_id_restriction="15,16,17,29,30,42,43,97,98,105,112" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.6" />
 				<mul order="0x30" stat="maxMp" val="1.6" />
 				<mul order="0x30" stat="maxCp" val="1.6" />
@@ -332,7 +332,7 @@
 			<player class_id_restriction="10,11,12,13,14,25,26,27,28,38,39,40,41,49,50,51,52,94,95,96,103,104,110,111,115,116" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="maxCp" val="1.4" />
@@ -364,7 +364,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22018" levels="1" name="Santa Claus' Gift - Luck">
@@ -385,7 +385,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22019" levels="1" name="Extra Entrance Pass - Kamaloka (Hall of the Abyss)">
@@ -427,7 +427,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22023" levels="1" name="Simple Valentine Cake">
@@ -448,7 +448,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22024" levels="1" name="Velvety Valentine Cake">
@@ -469,7 +469,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22025" levels="1" name="Delectable Valentine Cake">
@@ -490,7 +490,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22026" levels="1" name="Decadent Valentine Cake">
@@ -511,7 +511,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22027" levels="1" name="Heavenly Valentine Cake">
@@ -532,7 +532,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22028" levels="1" name="Chocolate Cookie">
@@ -542,7 +542,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
+			<effect name="VitalityPointUp" val="20000" />
 		</for>
 	</skill>
 	<skill id="22029" levels="1" name="Baguette Herb">
@@ -563,7 +563,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" event="afrobaguette1" val="0">
+			<effect name="Buff" event="afrobaguette1">
 				<mul order="0x30" stat="pAtkSpd" val="1.08" />
 			</effect>
 		</for>
@@ -586,7 +586,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" event="afrobaguette2" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" event="afrobaguette2" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -609,7 +609,7 @@
 			<player flyMounted="false" />
 		</cond>
 		<for>
-			<effect name="Buff" event="afrobaguette3" val="0">
+			<effect name="Buff" event="afrobaguette3">
 				<mul order="0x30" stat="mAtkSpd" val="1.08" />
 			</effect>
 		</for>
@@ -632,7 +632,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22033" levels="1" name="Baguette Legacy - Kamael">
@@ -653,7 +653,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22034" levels="1" name="Birthday Cake">
@@ -665,7 +665,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="106" npcCount="1" despawnDelay="1200000" isSummonSpawn="true" />
 			</effect>
 		</for>
@@ -684,7 +684,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -754,7 +754,7 @@
 		<set name="reuseDelay" val="1000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="CpHeal" noicon="1" val="200" />
+			<effect name="CpHeal" val="200" />
 		</for>
 	</skill>
 	<skill id="22043" levels="6" name="Secret medicine of Will">
@@ -771,7 +771,7 @@
 			<player levelRange="#levelRange" />
 		</cond>
 		<for>
-			<effect name="CpHeal" noicon="1" val="#amount" />
+			<effect name="CpHeal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="22044" levels="6" name="Secret medicine of Life">
@@ -787,7 +787,7 @@
 			<player levelRange="#levelRange" />
 		</cond>
 		<for>
-			<effect name="HealPercent" noicon="1" val="50" />
+			<effect name="HealPercent" val="50" />
 		</for>
 	</skill>
 	<skill id="22045" levels="1" name="Omen Beast Transformation Scroll">
@@ -978,7 +978,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="#coordX" y="#coordY" z="#coordZ" />
 			</effect>
 		</for>
@@ -996,7 +996,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<mul order="0x30" stat="vitalityConsumeRate" val="0" />
 			</effect>
 		</for>
@@ -1008,7 +1008,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="5000" />
+			<effect name="VitalityPointUp" val="5000" />
 		</for>
 	</skill>
 	<skill id="22056" levels="1" name="Wind Walk">
@@ -1023,7 +1023,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -1039,7 +1039,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -1055,7 +1055,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -1071,7 +1071,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -1087,7 +1087,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -1103,7 +1103,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 			</effect>
 		</for>
@@ -1120,7 +1120,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -1136,7 +1136,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -1152,7 +1152,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb 9% HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -1168,7 +1168,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 			</effect>
 		</for>
@@ -1184,7 +1184,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="0.92" />
 				<mul order="0x30" stat="mDef" val="0.84" />
 				<sub order="0x40" stat="rEvas" val="4" />
@@ -1207,7 +1207,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
 		</for>
@@ -1223,7 +1223,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.35" />
 			</effect>
 		</for>
@@ -1239,7 +1239,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.8" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.8" />
@@ -1257,7 +1257,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="2" />
 			</effect>
 		</for>
@@ -1280,7 +1280,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22072" levels="1" name="Huge Fortuna Cube">
@@ -1301,7 +1301,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22073" levels="1" name="Weapon Enchant Scroll - S Grade">
@@ -1426,7 +1426,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="40" />
 				<param SLEEP="40" />
 				<param DERANGEMENT="40" />
@@ -1448,7 +1448,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 			</effect>
 		</for>
@@ -1468,7 +1468,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancel" val="36" />
 			</effect>
 		</for>
@@ -1488,7 +1488,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="1.15" />
 			</effect>
 		</for>
@@ -1508,7 +1508,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
 		</for>
@@ -1528,7 +1528,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="1.2" />
 			</effect>
 		</for>
@@ -1548,7 +1548,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="sDef" val="1.4" />
 			</effect>
 		</for>
@@ -1560,7 +1560,7 @@
 		<set name="operateType" val="P" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.1" />
 				<mul order="0x30" stat="pReuse" val="0.8" />
 				<mul order="0x30" stat="mReuse" val="0.8" />
@@ -1586,7 +1586,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22093" levels="1" name="Scroll Master 2">
@@ -1607,7 +1607,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22094" levels="1" name="Exp. Master">
@@ -1628,7 +1628,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22095" levels="1" name="Summon Spirit of Fire">
@@ -1641,7 +1641,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="8" npcCount="1" despawnDelay="60000" isSummonSpawn="true" />
 			</effect>
 		</for>
@@ -1656,7 +1656,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="9" npcCount="1" despawnDelay="60000" isSummonSpawn="true" />
 			</effect>
 		</for>
@@ -1677,7 +1677,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.6" />
 				<mul order="0x30" stat="maxMp" val="1.6" />
 				<mul order="0x30" stat="maxCp" val="1.6" />
@@ -1707,7 +1707,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="maxCp" val="1.4" />
@@ -1738,7 +1738,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="CORPSE_MOB" />
 		<for>
-			<effect self="1" name="Buff" val="0">
+			<effect self="1" name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.6" />
 				<mul order="0x30" stat="maxMp" val="1.6" />
 				<mul order="0x30" stat="maxCp" val="1.6" />
@@ -1750,7 +1750,7 @@
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.9" />
 			</effect>
-			<effect name="ConsumeBody" noicon="1" val="0" />
+			<effect name="ConsumeBody" />
 		</for>
 	</skill>
 </list>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/22100-22199.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/22100-22199.xml
index 15fbfebeacce7666941cca5850e5520b8d1b97e7..ca4279b55b01239d7a62a48c839dda06c47df296 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/22100-22199.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/22100-22199.xml
@@ -16,7 +16,7 @@
 		<set name="reuseDelay" val="5000" />
 		<set name="targetType" val="CORPSE_MOB" />
 		<for>
-			<effect self="1" name="Buff" val="0">
+			<effect self="1" name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="maxCp" val="1.4" />
@@ -28,7 +28,7 @@
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.9" />
 			</effect>
-			<effect name="ConsumeBody" noicon="1" val="0" />
+			<effect name="ConsumeBody" />
 		</for>
 	</skill>
 	<skill id="22101" levels="1" name="Fortune of Love Box">
@@ -49,7 +49,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22102" levels="1" name="Soul Magic Box">
@@ -69,7 +69,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="20623" itemCount="1" />
 			</effect>
 		</for>
@@ -92,7 +92,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -110,7 +110,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="PC_BODY" />
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -202,7 +202,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22109" levels="1" name="Shiny Halloween Toy Box">
@@ -223,7 +223,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22110" levels="1" name="Lucky Sky Lantern Summon">
@@ -235,7 +235,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="22" npcCount="1" />
 			</effect>
 		</for>
@@ -249,7 +249,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="23" npcCount="1" />
 			</effect>
 		</for>
@@ -263,7 +263,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="24" npcCount="1" />
 			</effect>
 		</for>
@@ -277,7 +277,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="25" npcCount="1" />
 			</effect>
 		</for>
@@ -300,7 +300,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22115" levels="1" name="Santa's Weapon Exchange Ticket Box">
@@ -321,7 +321,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22116" levels="1" name="Summon Flames Box">
@@ -334,7 +334,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="29" npcCount="1" />
 			</effect>
 		</for>
@@ -360,7 +360,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regCp" val="1.3" />
 				<mul order="0x30" stat="regHp" val="1.4" />
 				<mul order="0x30" stat="regMp" val="1.2" />
@@ -380,7 +380,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 				<add order="0x40" stat="mCritRate" val="2" />
 			</effect>
@@ -399,7 +399,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 				<mul order="0x30" stat="rCrit" val="1.3" />
 				<add order="0x40" stat="accCombat" val="4" />
@@ -419,7 +419,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.3" />
 				<mul order="0x30" stat="pDef" val="1.15" />
 				<add order="0x40" stat="sDef" val="15" />
@@ -439,7 +439,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.16" />
 				<mul order="0x30" stat="mDef" val="0.84" />
 				<mul order="0x30" stat="pAtk" val="1.15" />
@@ -465,7 +465,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.8" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.8" />
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
@@ -487,7 +487,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="weightPenalty" val="9000" />
 				<add order="0x40" stat="pAtkSpd" val="33" />
 			</effect>
@@ -506,7 +506,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 				<add order="0x40" stat="rEvas" val="4" />
 				<add order="0x40" stat="runSpd" val="33" />
@@ -538,7 +538,7 @@
 		<set name="reuseDelay" val="600000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="127" npcCount="1" despawnDelay="7200" />
 			</effect>
 		</for>
@@ -559,7 +559,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="#AtkSpd" />
 				<mul order="0x30" stat="mAtkSpd" val="#AtkSpd" />
 			</effect>
@@ -602,7 +602,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x10" stat="STR" val="1" />
 				<add order="0x40" stat="waterRes" val="30" />
 			</effect>
@@ -621,7 +621,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x10" stat="CON" val="1" />
 				<add order="0x40" stat="holyRes" val="30" />
 			</effect>
@@ -640,7 +640,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x10" stat="DEX" val="1" />
 				<add order="0x40" stat="fireRes" val="30" />
 			</effect>
@@ -659,7 +659,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x10" stat="MEN" val="1" />
 				<add order="0x40" stat="earthRes" val="30" />
 			</effect>
@@ -678,7 +678,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x10" stat="WIT" val="1" />
 				<add order="0x40" stat="windRes" val="30" />
 			</effect>
@@ -697,7 +697,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x10" stat="INT" val="1" />
 				<add order="0x40" stat="darkRes" val="30" />
 			</effect>
@@ -710,7 +710,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
+			<effect name="VitalityPointUp" val="20000" />
 		</for>
 	</skill>
 	<skill id="22138" levels="1" name="Mango Dessert">
@@ -723,7 +723,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
+			<effect name="VitalityPointUp" val="20000" />
 		</for>
 	</skill>
 	<skill id="22139" levels="1" name="Branding Wind Walk">
@@ -738,7 +738,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -755,7 +755,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -772,7 +772,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
 		</for>
@@ -789,7 +789,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -806,7 +806,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rCrit" val="1.35" />
 			</effect>
 		</for>
@@ -823,7 +823,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 			</effect>
 		</for>
@@ -840,7 +840,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -857,7 +857,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -874,7 +874,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" />
 			</effect>
 		</for>
@@ -891,7 +891,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 			</effect>
 		</for>
@@ -908,7 +908,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.16" />
 				<mul order="0x30" stat="mDef" val="0.84" />
 				<mul order="0x30" stat="pAtk" val="1.08" />
@@ -931,7 +931,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
 		</for>
@@ -948,7 +948,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.35" />
 			</effect>
 		</for>
@@ -965,7 +965,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.8" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.8" />
@@ -984,7 +984,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="2" />
 			</effect>
 		</for>
@@ -1001,7 +1001,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rCrit" val="1.3" />
 			</effect>
 		</for>
@@ -1018,7 +1018,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rShld" val="15" />
 			</effect>
 		</for>
@@ -1035,7 +1035,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="weightPenalty" val="9000" />
 			</effect>
 		</for>
@@ -1052,7 +1052,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -1074,7 +1074,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="1.2" />
 				<mul order="0x30" stat="regMp" val="1.2" />
 			</effect>
@@ -1096,7 +1096,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" event="vesper1" val="0">
+			<effect name="Buff" event="vesper1">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 				<mul order="0x30" stat="mAtk" val="1.15" />
 				<add order="0x40" stat="runSpd" val="10" />
@@ -1119,7 +1119,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" event="vesper2" val="0">
+			<effect name="Buff" event="vesper2">
 				<add order="0x40" stat="rCrit" val="15" />
 				<add order="0x40" stat="mCritRate" val="2" />
 				<add order="0x40" stat="runSpd" val="10" />
@@ -1143,7 +1143,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" event="vesper3" val="0">
+			<effect name="Buff" event="vesper3">
 				<mul order="0x30" stat="pAtkSpd" val="1.2" />
 				<mul order="0x30" stat="mAtkSpd" val="1.2" />
 				<add order="0x40" stat="runSpd" val="20" />
@@ -1166,7 +1166,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -1187,7 +1187,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.15" />
 				<basemul order="0x30" stat="rCrit" val="0.1" />
 			</effect>
@@ -1209,7 +1209,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.1" />
 				<add order="0x40" stat="mCritRate" val="2" />
 			</effect>
@@ -1252,7 +1252,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22168" levels="1" name="Thirst Quencher">
@@ -1283,7 +1283,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22170" levels="1" name="Hardin's Protection">
@@ -1359,7 +1359,7 @@
 			<player hp="30" />
 		</cond>
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" chanceType="ON_START" triggeredId="23214" />
+			<effect name="ChanceSkillTrigger" chanceType="ON_START" triggeredId="23214" />
 		</for>
 	</skill>
 	<skill id="22176" levels="1" name="Rune of Spirit">
@@ -1372,7 +1372,7 @@
 			<player mp="10" />
 		</cond>
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" chanceType="ON_START" triggeredId="23215" />
+			<effect name="ChanceSkillTrigger" chanceType="ON_START" triggeredId="23215" />
 		</for>
 	</skill>
 	<skill id="22177" levels="1" name="Warrior's Breath">
@@ -1393,8 +1393,8 @@
 		<set name="reuseDelay" val="60000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="500" />
-			<effect name="ManaHeal" noicon="1" val="200" />
+			<effect name="Heal" val="500" />
+			<effect name="ManaHeal" val="200" />
 		</for>
 	</skill>
 	<skill id="22179" levels="1" name="Fortuna of Chaos">
@@ -1416,7 +1416,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22180" levels="1" name="Wondrous Cubic - 1 time use">
@@ -1437,7 +1437,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="22181" levels="1" name="Refined Cubic - 1 time use">
@@ -1458,7 +1458,7 @@
 		<set name="stayOnSubclassChange" val="false" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/22200-22299.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/22200-22299.xml
index 4e4776c7158d4606d99be435229431df8708b379..df9663ef9ec4896a511c408a98afc00fd8e6fce3 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/22200-22299.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/22200-22299.xml
@@ -340,7 +340,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="139" npcCount="1" despawnDelay="1200000" />
 			</effect>
 		</for>
@@ -356,7 +356,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="vitalityConsumeRate" val="0" />
 			</effect>
 		</for>
@@ -626,7 +626,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="183624" y="-114891" z="-3340" />
 			</effect>
 		</for>
@@ -647,7 +647,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="183624" y="-114891" z="-3340" />
 			</effect>
 		</for>
@@ -668,7 +668,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="154596" y="121127" z="-3812" />
 			</effect>
 		</for>
@@ -689,7 +689,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Teleport" noicon="1" val="0">
+			<effect name="Teleport">
 				<param x="154596" y="121127" z="-3812" />
 			</effect>
 		</for>
@@ -701,7 +701,7 @@
 		<set name="reuseDelay" val="600" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="143" npcCount="1" despawnDelay="1800000" />
 			</effect>
 		</for>
@@ -713,7 +713,7 @@
 		<set name="reuseDelay" val="600" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="144" npcCount="1" despawnDelay="1800000" />
 			</effect>
 		</for>
@@ -726,7 +726,7 @@
 		<set name="reuseDelay" val="600" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="145" npcCount="1" despawnDelay="1800000" />
 			</effect>
 		</for>
@@ -738,7 +738,7 @@
 		<set name="reuseDelay" val="600" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="SummonNpc" noicon="1" val="0">
+			<effect name="SummonNpc">
 				<param npcId="146" npcCount="1" despawnDelay="1800000" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/22300-22399.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/22300-22399.xml
index 97b76dc2acd0a2892dc69ccd7bdc86e7fc2f3dfc..640e87ee9c3c0d79686ae18b1efed91601955256 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/22300-22399.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/22300-22399.xml
@@ -84,7 +84,7 @@
 		<set name="stayOnSubclassChange" val="false" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/23000-23099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/23000-23099.xml
index e24575466c2032c1a94a8b5478df1c93649c6036..21d54c2ffd305176424b8e9c02caf44806bd0881 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/23000-23099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/23000-23099.xml
@@ -61,7 +61,7 @@
 			<player agathionId="1501" />
 		</cond>
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="23005" levels="1" name="Gold Majo Agathion Special Skill - Power of Blessed Resurrection">
@@ -79,7 +79,7 @@
 			<player agathionId="1502" />
 		</cond>
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -104,7 +104,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -126,7 +126,7 @@
 			<player agathionId="1504" />
 		</cond>
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="23008" levels="1" name="Plaipitak Agathion Special Skill - Power of Blessed Return">
@@ -149,7 +149,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -169,7 +169,7 @@
 			<player agathionId="1504" />
 		</cond>
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -224,7 +224,7 @@
 			<player agathionId="1505" />
 		</cond>
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="23014" levels="1" name="Bamboo Panda Agathion Special Skill - Power of Blessed Resurrection">
@@ -242,7 +242,7 @@
 			<player agathionId="1506" />
 		</cond>
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -267,7 +267,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -290,7 +290,7 @@
 			<player agathionId="16033" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -306,7 +306,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="maxCp" val="1.4" />
@@ -333,7 +333,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.4" />
 				<mul order="0x30" stat="maxMp" val="1.4" />
 				<mul order="0x30" stat="maxCp" val="1.4" />
@@ -365,7 +365,7 @@
 		<set name="stayAfterDeath" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ImmobileBuff" val="0" />
+			<effect name="ImmobileBuff" />
 		</for>
 	</skill>
 	<skill id="23020" levels="1" name="Challenge the Turkey">
@@ -399,7 +399,7 @@
 		<set name="stayAfterDeath" val="true" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0" />
+			<effect name="Buff" />
 		</for>
 	</skill>
 	<skill id="23023" levels="1" name="Reset Consecutive Wins">
@@ -428,7 +428,7 @@
 			<player agathionId="16049" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -503,7 +503,7 @@
 			<player agathionId="1510" />
 		</cond>
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -528,7 +528,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -552,7 +552,7 @@
 			<player agathionId="1512" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -587,7 +587,7 @@
 			<player agathionId="1513" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="darkRes" val="30" />
 			</effect>
 		</for>
@@ -611,7 +611,7 @@
 			<player agathionId="1513" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -646,7 +646,7 @@
 			<player agathionId="1514" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -671,7 +671,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -728,10 +728,10 @@
 			<player agathionId="1515" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="1.3" />
 			</effect>
-			<effect name="Heal" noicon="1" val="444" />
+			<effect name="Heal" val="444" />
 		</for>
 	</skill>
 	<skill id="23043" levels="1" name="Blue-robed Tojigong Agathion Special Skill - Ability of Reflect Damage">
@@ -753,7 +753,7 @@
 			<player agathionId="1516" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="reflectDam" val="20" />
 			</effect>
 		</for>
@@ -777,7 +777,7 @@
 			<player agathionId="1517" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regMp" val="1.03" />
 			</effect>
 		</for>
@@ -931,7 +931,7 @@
 			<player agathionId="1519" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -953,7 +953,7 @@
 			<player agathionId="1520" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="2" />
 			</effect>
 		</for>
@@ -976,7 +976,7 @@
 			<player agathionId="1521" />
 		</cond>
 		<for>
-			<effect name="BigHead" val="0" abnormalVisualEffect="bighead" />
+			<effect name="BigHead" abnormalVisualEffect="bighead" />
 		</for>
 	</skill>
 	<skill id="23060" levels="1" name="Great Sumo Match Agathion Special Skill - Ability of Firework">
@@ -1010,7 +1010,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Escape" noicon="1" val="0">
+			<effect name="Escape">
 				<param escapeType="TOWN" />
 			</effect>
 		</for>
@@ -1030,7 +1030,7 @@
 			<player agathionId="1522" />
 		</cond>
 		<for>
-			<effect name="Resurrection" noicon="1" val="0">
+			<effect name="Resurrection">
 				<param power="100" />
 			</effect>
 		</for>
@@ -1054,7 +1054,7 @@
 			<player agathionId="1522" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -1078,7 +1078,7 @@
 			<player agathionId="1523" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<sub order="0x40" stat="vitalityConsumeRate" val="10" />
 			</effect>
 		</for>
@@ -1100,7 +1100,7 @@
 			<player agathionId="1525" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="20" />
 			</effect>
 		</for>
@@ -1128,7 +1128,7 @@
 			<player agathionId="1526" />
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="23067" levels="1" name="Pomona Agathion Cute Trick">
@@ -1157,7 +1157,7 @@
 			<player agathionId="1527" />
 		</cond>
 		<for>
-			<effect name="DefenceTrait" val="0">
+			<effect name="DefenceTrait">
 				<param HOLD="50" />
 				<param SLEEP="50" />
 				<param DERANGEMENT="50" />
@@ -1183,7 +1183,7 @@
 		<set name="targetType" val="ONE" />
 		<!-- TODO: Add new operate condition check_abnormal -->
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pAtkSpd" val="0.2" />
 				<mul order="0x30" stat="runSpd" val="0.2" />
 			</effect>
@@ -1229,7 +1229,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0" event="evaswrath" />
+			<effect name="Buff" event="evaswrath" />
 		</for>
 	</skill>
 	<skill id="23073" levels="1" name="Switch Mode">
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/23100-23199.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/23100-23199.xml
index e0ce7387661bd424ecd3c119b8392c8ee951b119..941c7b99125ab888741d67de14b87a07fcf341db 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/23100-23199.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/23100-23199.xml
@@ -345,7 +345,7 @@
 			<player agathionId="1556" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="weightPenalty" val="9000" />
 			</effect>
 		</for>
@@ -379,7 +379,7 @@
 			<player agathionId="1557" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -413,7 +413,7 @@
 			<player agathionId="1558" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -448,7 +448,7 @@
 			<player agathionId="1559" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="20" />
 			</effect>
 		</for>
@@ -701,7 +701,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
+			<effect name="VitalityPointUp" val="20000" />
 		</for>
 	</skill>
 	<skill id="23163" levels="1" name="Turkey's Big Mistake">
@@ -755,7 +755,7 @@
 		<set name="targetType" val="ONE" />
 		<for>
 			<!-- TODO: Need new effect i_dispel_by_name. -->
-			<effect name="VitalityPointUp" noicon="1" val="5000" />
+			<effect name="VitalityPointUp" val="5000" />
 		</for>
 	</skill>
 	<skill id="23167" levels="1" name="Rosy Seduction">
@@ -846,10 +846,10 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Invincible" val="0" special="invincible" />
-			<effect name="CpHealPercent" noicon="1" val="100" />
-			<effect name="HealPercent" noicon="1" val="100" />
-			<effect name="ManaHealPercent" noicon="1" val="100" />
+			<effect name="Invincible" special="invincible" />
+			<effect name="CpHealPercent" val="100" />
+			<effect name="HealPercent" val="100" />
+			<effect name="ManaHealPercent" val="100" />
 		</for>
 	</skill>
 	<skill id="23173" levels="1" name="Phoenix Agathion Special Skill - Oriental Phoenix">
@@ -866,7 +866,7 @@
 			<player agathionId="1574" />
 		</cond>
 		<for>
-			<effect name="DispelByCategory" noicon="1" val="0">
+			<effect name="DispelByCategory">
 				<param slot="debuff" rate="100" max="20" />
 			</effect>
 		</for>
@@ -957,7 +957,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0" abnormalVisualEffect="vitality">
+			<effect name="Buff" abnormalVisualEffect="vitality">
 				<mul order="0x30" stat="vitalityConsumeRate" val="0" />
 			</effect>
 		</for>
@@ -972,7 +972,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="VitalityPointUp" noicon="1" val="20000" />
+			<effect name="VitalityPointUp" val="20000" />
 		</for>
 	</skill>
 	<skill id="23181" levels="1" name="Three-headed Dragon Agathion Cute Trick">
@@ -1004,7 +1004,7 @@
 			<player agathionId="1575" />
 		</cond>
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="20" />
 			</effect>
 		</for>
@@ -1040,7 +1040,7 @@
 			<player agathionId="20983" />
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="20993" itemCount="1" />
 			</effect>
 		</for>
@@ -1076,7 +1076,7 @@
 			<player agathionId="20984" />
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="20993" itemCount="1" />
 			</effect>
 		</for>
@@ -1112,7 +1112,7 @@
 			<player agathionId="20985" />
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="20993" itemCount="1" />
 			</effect>
 		</for>
@@ -1148,7 +1148,7 @@
 			<player agathionId="20986" />
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="20993" itemCount="1" />
 			</effect>
 		</for>
@@ -1184,7 +1184,7 @@
 			<player agathionId="20987" />
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="20993" itemCount="1" />
 			</effect>
 		</for>
@@ -1220,7 +1220,7 @@
 			<player agathionId="20988" />
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="20993" itemCount="1" />
 			</effect>
 		</for>
@@ -1256,7 +1256,7 @@
 			<player agathionId="20989" />
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="20993" itemCount="1" />
 			</effect>
 		</for>
@@ -1292,7 +1292,7 @@
 			<player agathionId="20990" />
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="20993" itemCount="1" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/23200-23299.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/23200-23299.xml
index 98c76d69b8660800e2aeb932b4fafdb602206de6..74e90d28dce56d8dfa68cb4de637c46ece3dae03 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/23200-23299.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/23200-23299.xml
@@ -18,7 +18,7 @@
 			<player agathionId="20991" />
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="20993" itemCount="1" />
 			</effect>
 		</for>
@@ -185,7 +185,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="500" />
+			<effect name="Heal" val="500" />
 		</for>
 	</skill>
 	<skill id="23215" levels="1" name="Good/Bad of Mind">
@@ -199,7 +199,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ManaHeal" noicon="1" val="500" />
+			<effect name="ManaHeal" val="500" />
 		</for>
 	</skill>
 	<skill id="23216" levels="1" name="Granny Tiger Agathion Cute Trick">
@@ -440,14 +440,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 				<mul order="0x30" stat="critDamEvas" val="1.3" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="HIT_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="HIT_UP" />
 			</effect>
 		</for>
@@ -468,14 +468,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="MA_UP,9;MD_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="MA_UP;MD_UP" />
 			</effect>
 		</for>
@@ -493,7 +493,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.15" />
 				<add order="0x40" stat="regMp" val="1.5">
 					<using kind="Heavy,Light" />
@@ -529,14 +529,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb 9% HP from damage inflicted on enemies -->
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="VAMPIRIC_ATTACK,9;ATTACK_TIME_DOWN,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="VAMPIRIC_ATTACK;ATTACK_TIME_DOWN" />
 			</effect>
 		</for>
@@ -555,13 +555,11 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.05">
 					<using kind="Blunt,Big Blunt" />
 				</mul>
-				<!-- TODO:? <add order="0x40" stat="stunProf" val="8">
-					<using kind="Blunt,Big Blunt" />
-				</add>  -->
+				<!-- TODO:? <add order="0x40" stat="stunProf" val="8"> <using kind="Blunt,Big Blunt" /> </add> -->
 			</effect>
 		</for>
 	</skill>
@@ -579,7 +577,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.05">
 					<using kind="Bow,Crossbow" />
 				</mul>
@@ -603,7 +601,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.05">
 					<using kind="Light" />
 				</mul>
@@ -627,7 +625,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.05">
 					<using kind="Magic" />
 				</mul>
@@ -651,7 +649,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" triggeredId="6059" chanceType="ON_ATTACKED_HIT" activationChance="80" activationMinDamage="300">
+			<effect name="ChanceSkillTrigger" triggeredId="6059" chanceType="ON_ATTACKED_HIT" activationChance="80" activationMinDamage="300">
 				<mul order="0x30" stat="critVuln" val="0.7" />
 			</effect>
 		</for>
@@ -669,7 +667,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterRes" val="20" />
 				<add order="0x40" stat="fireRes" val="20" />
 				<add order="0x40" stat="windRes" val="20" />
@@ -690,7 +688,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancelVuln" val="30" />
 				<sub order="0x40" stat="debuffVuln" val="20" />
 			</effect>
@@ -705,7 +703,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="CallParty" noicon="1" val="0" />
+			<effect name="CallParty" />
 		</for>
 	</skill>
 	<skill id="23250" levels="1" name="Kau Agathion Cute Trick">
@@ -738,7 +736,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 			</effect>
 		</for>
@@ -755,7 +753,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -772,7 +770,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -789,7 +787,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 			</effect>
 		</for>
@@ -806,7 +804,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 			</effect>
 		</for>
@@ -823,7 +821,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.35" />
 			</effect>
 		</for>
@@ -840,7 +838,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
 		</for>
@@ -857,7 +855,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -874,7 +872,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="weightPenalty" val="9000" />
 			</effect>
 		</for>
@@ -891,7 +889,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -908,7 +906,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -925,7 +923,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
 		</for>
@@ -942,7 +940,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb 9% HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -959,7 +957,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -976,7 +974,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -993,7 +991,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.16" />
 				<mul order="0x30" stat="pAtk" val="1.08" />
 				<mul order="0x30" stat="mDef" val="0.84" />
@@ -1017,7 +1015,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.1" />
 			</effect>
 		</for>
@@ -1034,7 +1032,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -1051,7 +1049,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="mCritRate" val="2" />
 			</effect>
 		</for>
@@ -1068,7 +1066,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.8" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.8" />
@@ -1088,7 +1086,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="mCritRate" val="2" />
 				<mul order="0x30" stat="regMp" val="1.2" />
 				<mul order="0x30" stat="pAtk" val="1.1" />
@@ -1117,7 +1115,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.2" />
 				<mul order="0x30" stat="regHp" val="1.2" />
 				<basemul order="0x30" stat="mCritRate" val="2" />
@@ -1146,7 +1144,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<basemul order="0x30" stat="rCrit" val="0.2" />
 				<basemul order="0x30" stat="mCritRate" val="0.2" />
@@ -1174,7 +1172,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.2" />
 				<basemul order="0x30" stat="mCritRate" val="0.2" />
 				<mul order="0x30" stat="cAtk" val="1.2" />
@@ -1188,7 +1186,7 @@
 				<add order="0x40" stat="accCombat" val="4" />
 				<mul order="0x30" stat="runSpd" val="0.8" />
 			</effect>
-			<effect name="HealPercent" noicon="1" val="20" />
+			<effect name="HealPercent" val="20" />
 		</for>
 	</skill>
 	<skill id="23277" levels="1" name="Master's Blessing - Improve Combat">
@@ -1208,14 +1206,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="PA_UP,9;PD_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="PA_UP;PD_UP" />
 			</effect>
 		</for>
@@ -1237,14 +1235,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="MA_UP,9;MD_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="MA_UP;MD_UP" />
 			</effect>
 		</for>
@@ -1266,14 +1264,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 				<mul order="0x30" stat="maxMp" val="1.35" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="MAX_HP_UP,9;MAX_MP_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="MAX_HP_UP;MAX_MP_UP" />
 			</effect>
 		</for>
@@ -1295,14 +1293,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<basemul order="0x30" stat="rCrit" val="0.3" />
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="CRITICAL_PROB_UP,9;CRITICAL_DMG_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="CRITICAL_PROB_UP;CRITICAL_DMG_UP" />
 			</effect>
 		</for>
@@ -1324,14 +1322,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="rShld" val="1.3" />
 				<mul order="0x30" stat="sDef" val="1.5" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SHIELD_PROB_UP,9;SHIELD_DEFENCE_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="SHIELD_PROB_UP;SHIELD_DEFENCE_UP" />
 			</effect>
 		</for>
@@ -1353,14 +1351,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 				<add order="0x40" stat="rEvas" val="4" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="SPEED_UP,9;AVOID_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="SPEED_UP;AVOID_UP" />
 			</effect>
 		</for>
@@ -1378,7 +1376,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.05">
 					<using kind="Sword,Big Sword,Dual Sword,Ancient,Rapier,Dagger,Dual Dagger,Pole,Dual Fist" />
 				</mul>
@@ -1401,7 +1399,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.1">
 					<using kind="Heavy" />
 				</mul>
@@ -1421,7 +1419,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="NoblesseBless" val="0" />
+			<effect name="NoblesseBless" />
 		</for>
 	</skill>
 	<skill id="23286" levels="1" name="Master's Blessing - Eye of Pa'agrio">
@@ -1439,14 +1437,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 				<mul order="0x30" stat="critDamEvas" val="1.3" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="HIT_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="HIT_UP" />
 			</effect>
 		</for>
@@ -1466,14 +1464,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="MA_UP,9;MD_UP,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="MA_UP;MD_UP" />
 			</effect>
 		</for>
@@ -1490,7 +1488,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.15" />
 				<add order="0x40" stat="regMp" val="1.5">
 					<using kind="Heavy,Light" />
@@ -1525,14 +1523,14 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb 9% HP from damage inflicted on enemies -->
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
-			<effect name="DispelBySlot" noicon="1" val="0">
+			<effect name="DispelBySlot">
 				<param dispel="VAMPIRIC_ATTACK,9;ATTACK_TIME_DOWN,9" />
 			</effect>
-			<effect name="BlockBuffSlot" noicon="1" val="0">
+			<effect name="BlockBuffSlot">
 				<param slot="VAMPIRIC_ATTACK;ATTACK_TIME_DOWN" />
 			</effect>
 		</for>
@@ -1550,13 +1548,11 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.05">
 					<using kind="Blunt,Big Blunt" />
 				</mul>
-				<!-- TODO:? <add order="0x40" stat="stunProf" val="8">
-					<using kind="Blunt,Big Blunt" />
-				</add> -->
+				<!-- TODO:? <add order="0x40" stat="stunProf" val="8"> <using kind="Blunt,Big Blunt" /> </add> -->
 			</effect>
 		</for>
 	</skill>
@@ -1573,7 +1569,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.05">
 					<using kind="Bow,Crossbow" />
 				</mul>
@@ -1596,7 +1592,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.05">
 					<using kind="Light" />
 				</mul>
@@ -1619,7 +1615,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.05">
 					<using kind="Magic" />
 				</mul>
@@ -1642,7 +1638,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="ChanceSkillTrigger" val="0" triggeredId="6059" chanceType="ON_ATTACKED_HIT" activationChance="80" activationMinDamage="300">
+			<effect name="ChanceSkillTrigger" triggeredId="6059" chanceType="ON_ATTACKED_HIT" activationChance="80" activationMinDamage="300">
 				<mul order="0x30" stat="critVuln" val="0.7" />
 			</effect>
 		</for>
@@ -1659,7 +1655,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="waterRes" val="20" />
 				<add order="0x40" stat="fireRes" val="20" />
 				<add order="0x40" stat="windRes" val="20" />
@@ -1679,7 +1675,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<sub order="0x40" stat="cancelVuln" val="30" />
 				<sub order="0x40" stat="debuffVuln" val="20" />
 			</effect>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/23300-23399.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/23300-23399.xml
index 0e19b6a5d66d92838e59a19b8dd0309e1a51dfcb..17dcff7c46800fd7de2996438c43fe8dfecf57d7 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/23300-23399.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/23300-23399.xml
@@ -66,7 +66,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regHp" val="1.3" />
 				<mul order="0x40" stat="damageZoneVuln" val="80" />
 			</effect>
@@ -81,7 +81,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="regMp" val="1.3" />
 			</effect>
 		</for>
@@ -95,7 +95,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -109,7 +109,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="AURA" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.25" />
 			</effect>
 		</for>
@@ -229,7 +229,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="DERANGEMENT" />
 		<for>
-			<effect name="Fear" val="0" />
+			<effect name="Fear" />
 		</for>
 	</skill>
 	<skill id="23322" levels="10" name="Demonic Desire">
@@ -255,7 +255,7 @@
 		<set name="skillType" val="DEBUFF" />
 		<set name="targetType" val="ONE" />
 		<for>
-			<effect name="Debuff" val="0">
+			<effect name="Debuff">
 				<mul order="0x30" stat="pDef" val="0.77" />
 			</effect>
 		</for>
@@ -283,7 +283,7 @@
 		<set name="targetType" val="ONE" />
 		<set name="trait" val="SHOCK" />
 		<for>
-			<effect name="Stun" val="0">
+			<effect name="Stun">
 				<mul order="0x30" stat="pDef" val="0.77" />
 			</effect>
 		</for>
@@ -304,7 +304,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.15" />
 				<add order="0x40" stat="windPower" val="30" />
 			</effect>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/26000-26099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/26000-26099.xml
index 09f6efd9a91cd0be9f8624b1bf2837d657462f66..f2c929cedaa771bc6926d6ec3eeeb25e18495221 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/26000-26099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/26000-26099.xml
@@ -18,7 +18,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="26001" levels="1" name="Middle fortuna box">
@@ -39,7 +39,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="26002" levels="1" name="Large fortuna box">
@@ -60,7 +60,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="26003" levels="1" name="Small fortuna cube">
@@ -81,7 +81,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="26004" levels="1" name="Middle fortuna cube">
@@ -102,7 +102,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="26005" levels="1" name="Large fortuna cube">
@@ -123,7 +123,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="26006" levels="1" name="Weapon Enchant Scroll - D Grade">
@@ -250,7 +250,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -267,7 +267,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -279,7 +279,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Heal" noicon="1" val="435" />
+			<effect name="Heal" val="435" />
 		</for>
 	</skill>
 	<skill id="26025" levels="1" name="Powerful Healing Potion">
@@ -326,7 +326,7 @@
 			<player levelRange="#levelRange" />
 		</cond>
 		<for>
-			<effect name="CpHeal" noicon="1" val="#amount" />
+			<effect name="CpHeal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="26028" levels="6" name="Secret medicine of Life">
@@ -343,7 +343,7 @@
 			<player levelRange="#levelRange" />
 		</cond>
 		<for>
-			<effect name="Heal" noicon="1" val="#amount" />
+			<effect name="Heal" val="#amount" />
 		</for>
 	</skill>
 	<skill id="26029" levels="1" name="Potion of Will">
@@ -353,7 +353,7 @@
 		<set name="operateType" val="A1" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="CpHeal" noicon="1" val="50" />
+			<effect name="CpHeal" val="50" />
 		</for>
 	</skill>
 	<skill id="26030" levels="1" name="Healing medicine for Mana">
@@ -364,7 +364,7 @@
 		<set name="reuseDelay" val="600000" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ManaHeal" noicon="1" val="60" />
+			<effect name="ManaHeal" val="60" />
 		</for>
 	</skill>
 	<skill id="26031" levels="1" name="Wind Walk Scroll">
@@ -380,7 +380,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="runSpd" val="33" />
 			</effect>
 		</for>
@@ -398,7 +398,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtkSpd" val="1.33" />
 			</effect>
 		</for>
@@ -416,7 +416,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pAtk" val="1.15" />
 			</effect>
 		</for>
@@ -434,7 +434,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="1.15" />
 			</effect>
 		</for>
@@ -452,7 +452,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="cAtk" val="1.35" />
 			</effect>
 		</for>
@@ -470,7 +470,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="accCombat" val="4" />
 			</effect>
 		</for>
@@ -488,7 +488,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtk" val="1.75" />
 			</effect>
 		</for>
@@ -506,7 +506,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mAtkSpd" val="1.3" />
 			</effect>
 		</for>
@@ -524,7 +524,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="absorbDam" val="9" /> <!-- absorb 9% HP from damage inflicted on enemies -->
 			</effect>
 		</for>
@@ -542,7 +542,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxHp" val="1.35" />
 			</effect>
 		</for>
@@ -560,7 +560,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="pDef" val="0.92" />
 				<mul order="0x30" stat="mDef" val="0.84" />
 				<sub order="0x40" stat="rEvas" val="4" />
@@ -585,7 +585,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="mDef" val="1.3" />
 			</effect>
 		</for>
@@ -603,7 +603,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="maxMp" val="1.35" />
 			</effect>
 		</for>
@@ -621,7 +621,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<mul order="0x30" stat="PhysicalMpConsumeRate" val="0.8" />
 				<mul order="0x30" stat="MagicalMpConsumeRate" val="0.9" />
 				<mul order="0x30" stat="DanceMpConsumeRate" val="0.8" />
@@ -641,7 +641,7 @@
 		<set name="skillType" val="BUFF" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="Buff" val="0">
+			<effect name="Buff">
 				<add order="0x40" stat="mCritRate" val="2" />
 			</effect>
 		</for>
@@ -812,7 +812,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="26066" levels="1" name="A Scroll Bundle of Mage">
@@ -833,7 +833,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="RestorationRandom" noicon="1" val="0" />
+			<effect name="RestorationRandom" />
 		</for>
 	</skill>
 	<skill id="26067" levels="5" name="Bone Quiver">
@@ -851,7 +851,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="#itemId" itemCount="10000" />
 			</effect>
 		</for>
@@ -872,7 +872,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="#itemId" itemCount="#itemCount" />
 			</effect>
 		</for>
@@ -893,7 +893,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="#itemId" itemCount="#itemCount" />
 			</effect>
 		</for>
@@ -914,7 +914,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="#itemId" itemCount="#itemCount" />
 			</effect>
 		</for>
@@ -934,7 +934,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="#itemId" itemCount="1" />
 			</effect>
 		</for>
@@ -954,7 +954,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="#itemId" itemCount="1" />
 			</effect>
 		</for>
@@ -974,7 +974,7 @@
 			</and>
 		</cond>
 		<for>
-			<effect name="Restoration" noicon="1" val="0">
+			<effect name="Restoration">
 				<param itemId="#itemId" itemCount="10000" />
 			</effect>
 		</for>
diff --git a/L2J_DataPack_BETA/dist/game/data/stats/skills/custom/10000-10099.xml b/L2J_DataPack_BETA/dist/game/data/stats/skills/custom/10000-10099.xml
index aeabc313c22a16a73cf4c27b331eb963e4ea4328..986779356cf44c61cae9da9a7b70cd0315da45f6 100644
--- a/L2J_DataPack_BETA/dist/game/data/stats/skills/custom/10000-10099.xml
+++ b/L2J_DataPack_BETA/dist/game/data/stats/skills/custom/10000-10099.xml
@@ -24,7 +24,7 @@
 		<set name="reuseDelay" val="500" />
 		<set name="targetType" val="SELF" />
 		<for>
-			<effect name="ManaHeal" noicon="1" val="100" />
+			<effect name="ManaHeal" val="100" />
 		</for>
 	</skill>
 	<skill id="10002" levels="1" name="Custom Trap skill">
diff --git a/L2J_DataPack_BETA/dist/sql/game/character_pet_skills_save.sql b/L2J_DataPack_BETA/dist/sql/game/character_pet_skills_save.sql
index 99b40a13569b14846533f00da2128d71719b5abe..fe0e74836fd2171364c11948a1206204cb1c7ab9 100644
--- a/L2J_DataPack_BETA/dist/sql/game/character_pet_skills_save.sql
+++ b/L2J_DataPack_BETA/dist/sql/game/character_pet_skills_save.sql
@@ -2,8 +2,7 @@ CREATE TABLE IF NOT EXISTS `character_pet_skills_save` (
   `petObjItemId` INT NOT NULL DEFAULT 0,
   `skill_id` INT NOT NULL DEFAULT 0,
   `skill_level` INT(3) NOT NULL DEFAULT 1,
-  `effect_count` INT NOT NULL DEFAULT 0,
-  `effect_cur_time` INT NOT NULL DEFAULT 0,
+  `remaining_time` INT NOT NULL DEFAULT 0,
   `buff_index` INT(2) NOT NULL DEFAULT 0,
   PRIMARY KEY (`petObjItemId`,`skill_id`,`skill_level`)
 ) ENGINE=InnoDB DEFAULT CHARSET=utf8;
\ No newline at end of file
diff --git a/L2J_DataPack_BETA/dist/sql/game/character_skills_save.sql b/L2J_DataPack_BETA/dist/sql/game/character_skills_save.sql
index 0199f88a7768074c1a57d7153c695bcb28262c55..7b1692ecf712e3dc73d484f94f298e61abf03738 100644
--- a/L2J_DataPack_BETA/dist/sql/game/character_skills_save.sql
+++ b/L2J_DataPack_BETA/dist/sql/game/character_skills_save.sql
@@ -2,8 +2,7 @@ CREATE TABLE IF NOT EXISTS `character_skills_save` (
   `charId` INT NOT NULL DEFAULT 0,
   `skill_id` INT NOT NULL DEFAULT 0,
   `skill_level` INT(3) NOT NULL DEFAULT 1,
-  `effect_count` INT NOT NULL DEFAULT 0,
-  `effect_cur_time` INT NOT NULL DEFAULT 0,
+  `remaining_time` INT NOT NULL DEFAULT 0,
   `reuse_delay` INT(8) NOT NULL DEFAULT 0,
   `systime` bigint(13) unsigned NOT NULL DEFAULT '0',
   `restore_type` INT(1) NOT NULL DEFAULT 0,
diff --git a/L2J_DataPack_BETA/dist/sql/game/character_summon_skills_save.sql b/L2J_DataPack_BETA/dist/sql/game/character_summon_skills_save.sql
index 6c5b8d4c515cc759b9b08636ff61544f2c960cb2..715957428c4fe0bb644c625001e5a27d46558868 100644
--- a/L2J_DataPack_BETA/dist/sql/game/character_summon_skills_save.sql
+++ b/L2J_DataPack_BETA/dist/sql/game/character_summon_skills_save.sql
@@ -4,8 +4,7 @@ CREATE TABLE IF NOT EXISTS `character_summon_skills_save` (
   `summonSkillId` INT NOT NULL DEFAULT 0,
   `skill_id` INT NOT NULL DEFAULT 0,
   `skill_level` INT(3) NOT NULL DEFAULT 1,
-  `effect_count` INT NOT NULL DEFAULT 0,
-  `effect_cur_time` INT NOT NULL DEFAULT 0,
+  `remaining_time` INT NOT NULL DEFAULT 0,
   `buff_index` INT(2) NOT NULL DEFAULT 0,
   PRIMARY KEY (`ownerId`,`ownerClassIndex`,`summonSkillId`,`skill_id`,`skill_level`)
 ) ENGINE=InnoDB DEFAULT CHARSET=utf8;
\ No newline at end of file
diff --git a/L2J_DataPack_BETA/dist/sql/game/updates/20131007update.sql b/L2J_DataPack_BETA/dist/sql/game/updates/20131007update.sql
new file mode 100644
index 0000000000000000000000000000000000000000..8272bbb50f6cfd5b0fbfc33b73a46cee343b60f3
--- /dev/null
+++ b/L2J_DataPack_BETA/dist/sql/game/updates/20131007update.sql
@@ -0,0 +1,6 @@
+ALTER TABLE `character_skills_save` CHANGE COLUMN `effect_cur_time` `remaining_time` INT(11) NOT NULL DEFAULT '0' AFTER `skill_level`;
+ALTER TABLE `character_skills_save` DROP COLUMN `effect_count`;
+ALTER TABLE `character_summon_skills_save` DROP COLUMN `effect_count`;
+ALTER TABLE `character_summon_skills_save` CHANGE COLUMN `effect_cur_time` `remaining_time` INT(11) NOT NULL DEFAULT '0' AFTER `skill_level`;
+ALTER TABLE `character_pet_skills_save` DROP COLUMN `effect_count`;
+ALTER TABLE `character_pet_skills_save` CHANGE COLUMN `effect_cur_time` `remaining_time` INT(11) NOT NULL DEFAULT '0' AFTER `skill_level`;
\ No newline at end of file