From cdfeacf82c572a04228e8162d4b012d9e11a734d Mon Sep 17 00:00:00 2001
From: Zoey76 <zoey_76@msn.com>
Date: Sun, 27 Oct 2013 21:45:33 +0000
Subject: [PATCH] BETA: Skill and effect system complete rework: 	*
 Renamed `L2Effect` to `AbstractEffect`. 	* No more dynamic creation of
 effects (Huge performance and memory boost!). 		* Removed all traces
 or reflection on run time! 	* Removed `EffectTemplate`, merged with
 `AbstractEffect`. 	* Reworked and externalized all the logic from
 `AbstractEffect` that handled effect ticking. 	* Reviewed all "over time"
 skills: 		* `Flag` effect does not have ticks and doesn't need
 onActionTime() defined. 		* '''Fixed DOT (damage over time),
 MDOT (mana damage over time), HOT (heal over time), MHOT (mana heal over
 time) skills.''' 			* Reported by: Tavo22, Snip 	
 * `FakeDeath` effect should only last forever (or while conditions are met)
 if it's a toggle skill. 		* `Relax` effect should only last
 forever (or while conditions are met) if it's a toggle skill. 	* Removed
 `EffectState` enumerated and the nasty switch associated to it! 	*
 Removed "lambda" support from effects, the default attribute `val` is now
 double. 		* Removed val="0", now `val`'s default value is zero,
 no need to declare it explicitely. 	* '''Removed''' `noicon` '''attribute
 from effects, icon is not related to effects, but to the skill.'' 	*
 Renamed `AbnormalEffect` enumerated to `AbnormalVisualEffect`. 	*
 Removed `EffectDurationHolder` DTO. 	* Removed getFirstEffect(int), skills
 can be stoped by skill ID or `AbnormalType`. 	* Reworked (again)
 `CharEffectList`: 		* Using maps as underlying implementation,
 '''reduced drastically iterations''' (Hash tables offer 0(1) in most
 operations). 			* Using Javolution's `FastMap`, due Java lacks
 a default implementation that is ordered by insert order, thread-safe and
 concurrent safe. 		* Separated all kind of skills into buffs,
 triggers, dances, debuffs, passive. 		* Using Double-locked
 checking, useless instantiation of maps is avoided. 		* Improved
 buff counting operations (no more iterations over every effect every time you
 get a new one to know if you reached maximum count). 		* Removed
 getEffects() and all temporary list/map creations. 		* '''Reworked
 the way buffs are inserted preventing iterations and correcting exceptions
 while finding the correct index to insert the buff.''' 	* Reworked
 `Formulas`#calcEffectAbnormalTime(Env env) 	* Fixed
 `L2CubicInstance`#useCubic<Skill Type>(..), this methods are not static, then
 they don't need to recieve a `L2CubicInstance` as parameter. 	* Implemented
 `BuffInfo`, modeled from retail's implementation with minor changes to fit
 our implementation. 		* Complex DTO that holds all the information
 for a given buff (or debuff or dance/song) set of effects issued by an skill.
 		* Controls the logic of the buffs. 	* Removed a few of
 `L2EffectType`. 	* Improved a bit `L2BabyPetInstance` skill casting
 related logic, reduced iterations and simplified the code. 	* Implemented
 `EffectTaskInfo`, DTO to hold the effect task (Maybe this will change later).
 	* Implemented `EffectTickTask` runnable task to control ticking logic.
 	* Removed "after effect" implementation, totally useless. 	
 * Suggested by: UnAfraid 	* Removed all the `L2Skill`#getEffects(..)
 methods replaced with L2Skill#applyEffects(..). 	* Moved "can be
 stolen" logic to `L2Skill`, it isn't related to the effect, but to the skill.
 	* Added "Refresh" button on admin panel to check buffs easily. 	*
 Added admin command "admin_getbuff_ps" to check effects from passive skills. 
 * Improved performance in `DispelBySlot` and `DispelBySlotProbability`
 effects. 	* Fixed minor typo in `DispelBySlot` and
 `DispelBySlotProbability` effects, there are values over `Byte.MAX_VALUE`. 
 * '''Added retail support for Herbs, when a lesser buff is replaced by an
 herb, it becomes inactive, but it's timer continues, when the Herb buff
 finishes if the lesser buff has time it becomes active untill completes it's
 time.''' 		* Time does not pause, it just continues in the
 background. 		* Effects does not stack. 		* Reported by:
 Nos 	* '''Fixed Herbs, they shouldn't display gauge bar (casting bar) upon
 usage.''' 		* Reported by: Nos 	* '''Fixed Herbs not removing
 lesser effect icon, leading to players belive that buffs stack...''' 	
 * Reported by: Tavo22, evets, u3games, pandragon 	* '''Fixing instant
 effects being added to the effect list, and removing buffs present on the
 list.''' 		* Reported by: Tavo22 	* '''Fixed "Short Buff" slot
 (slot for healing potions).''' 		* Statified reset packet
 (reduced object creation, a lot!). 		* Removed task to reset
 `ShortBuffStatusUpdate`, let's use buff ending task for that. 		*
 Moved logic to `CharEffectList` instead of `L2PcInstance` +
 `ItemSkillsTemplate`. 		* Reported by: JMD, Gries, Cresceus 	*
 Fixed `StealAbnormal` effect logic and `Formulas`#calcCancelStealEffects(..).
 		* Improved buffs doesn't stack anymore with normal (lesser)
 buffs. 		* Now all effects are excecuted including instant
 effects (if they are successfuly applied). 		* Reported by: Adry_85
 	* `BlockChat` effect shouldn't be instant! 	* Fixed system
 messages related to skills (success, fail, removal, ending). 	* Improved
 `AdminBuffs`, more information is displayed: 		* Blocked abnormal
 skill types (if any) 		* Total buff count. 		* Hidden buff
 count. 		* Inactive effects (in red) 		* Skill level
 next to the name. 	* '''Rewritten''' `EffectMasterHandler` '''to avoid
 reflection where it's useless.''' 	* Since `L2EffectType` is scheduled to
 be removed: 		* `AbstractEffect`#getEffectType() is not abstract
 anymore, now returns L2EffectType.NONE by default. 	* '''Fixing debuffs
 working on "white players" with control.''' 		* Patch by: nBd (minor
 changes by Zoey76) 		* Reported by: plasan, jungla56, St3eT,
 Tavo22, Konstantinos, pandragon 	* '''Fixed exploit on restore summon
 feature that allows players to dupe summons.''' 		* Unhardcoding
 `canSummon` condition. 		* Reported by: Janiko 	* '''Fixed
 Arcane Shield getting stuck after being stolen.''' 		* Reported by:
 valanths1990, nBd, freestyler, Gries 	* '''Fixed triggered skills that got
 stacked within the same ID and different level.''' 		* Reported by:
 nBd, lucan, blacksea, Gries

Tested by: Nos, Captain, Janiko, Konstantinos, Lucan, UnAfraid, Zoey76

'''Note to developers 1:''' Instant effects shouldn't override onExit(!BuffInfo).
'''Note to developers 2:''' Is not required to call super.onStart() or super.onExit() to add/remove abnormal visual effects anymore, it's done on an indepent method.
'''Note to developers 3:''' Do not add "steal constructor", such thing is not required anymore.
---
 .../scripts/ai/group_template/DenOfEvil.java  |   2 +-
 .../ai/group_template/EvasGiftBoxes.java      |   2 +-
 .../scripts/ai/group_template/FairyTrees.java |   2 +-
 .../ai/group_template/PlainsOfLizardman.java  |   2 +-
 .../ai/group_template/PrisonGuards.java       |  10 +-
 .../ai/group_template/SeedOfAnnihilation.java |   2 +-
 .../data/scripts/ai/individual/Amaskari.java  |  12 +-
 .../data/scripts/ai/individual/Baium.java     |  11 +-
 .../data/scripts/ai/individual/QueenAnt.java  |   2 +-
 .../data/scripts/ai/individual/Valakas.java   |  10 +-
 .../data/scripts/ai/individual/Zaken.java     |  38 +--
 .../ai/npc/ForgeOfTheGods/TarBeetle.java      |   8 +-
 .../ai/npc/NpcBuffers/NpcBufferAI.java        |   8 +-
 .../ai/npc/NpcBuffers/impl/CabaleBuffer.java  |   6 +-
 .../RainbowSpringsChateau.java                |   2 +-
 .../data/scripts/custom/IOPRace/IOPRace.java  |   4 +-
 .../scripts/handlers/EffectMasterHandler.java |  46 +--
 .../admincommandhandlers/AdminBuffs.java      | 113 ++++---
 .../admincommandhandlers/AdminEffects.java    |  20 +-
 .../bypasshandlers/OlympiadManagerLink.java   |   4 +-
 .../handlers/effecthandlers/AddHate.java      |  33 +-
 .../handlers/effecthandlers/AttackTrait.java  |  50 ++-
 .../handlers/effecthandlers/Backstab.java     |  37 +--
 .../handlers/effecthandlers/Betray.java       |  25 +-
 .../handlers/effecthandlers/BigHead.java      |  23 +-
 .../handlers/effecthandlers/Blink.java        |  59 ++--
 .../handlers/effecthandlers/BlockAction.java  |  71 ++---
 .../effecthandlers/BlockBuffSlot.java         |  30 +-
 .../handlers/effecthandlers/BlockChat.java    |  38 +--
 .../handlers/effecthandlers/BlockParty.java   |  35 +-
 .../effecthandlers/BlockResurrection.java     |  12 +-
 .../handlers/effecthandlers/Bluff.java        |  37 +--
 .../scripts/handlers/effecthandlers/Buff.java |  28 +-
 .../handlers/effecthandlers/CallParty.java    |  34 +-
 .../handlers/effecthandlers/CallPc.java       |  34 +-
 .../effecthandlers/ChameleonRest.java         |  40 +--
 .../effecthandlers/ChanceSkillTrigger.java    |  79 ++---
 .../handlers/effecthandlers/ChangeFace.java   |  28 +-
 .../effecthandlers/ChangeFishingMastery.java  |  29 +-
 .../effecthandlers/ChangeHairColor.java       |  28 +-
 .../effecthandlers/ChangeHairStyle.java       |  28 +-
 .../effecthandlers/CharmOfCourage.java        |  25 +-
 .../handlers/effecthandlers/CharmOfLuck.java  |  17 +-
 .../handlers/effecthandlers/ClanGate.java     |  29 +-
 .../handlers/effecthandlers/Confuse.java      |  61 ++--
 .../handlers/effecthandlers/ConsumeBody.java  |  26 +-
 .../handlers/effecthandlers/ConvertItem.java  |  26 +-
 .../handlers/effecthandlers/CpDamPercent.java |  39 +--
 .../handlers/effecthandlers/CpHeal.java       |  27 +-
 .../effecthandlers/CpHealOverTime.java        |  38 +--
 .../effecthandlers/CpHealPercent.java         |  19 +-
 .../effecthandlers/CrystalGradeModify.java    |  30 +-
 .../handlers/effecthandlers/CubicMastery.java |  21 +-
 .../handlers/effecthandlers/DamOverTime.java  |  40 +--
 .../effecthandlers/DamOverTimePercent.java    |  39 +--
 .../handlers/effecthandlers/DeathLink.java    |  41 +--
 .../handlers/effecthandlers/Debuff.java       |  12 +-
 .../handlers/effecthandlers/DefenceTrait.java |  74 +++--
 .../handlers/effecthandlers/DeleteHate.java   |  25 +-
 .../effecthandlers/DeleteHateOfMe.java        |  27 +-
 .../handlers/effecthandlers/Disarm.java       |  26 +-
 .../handlers/effecthandlers/DispelAll.java    |  17 +-
 .../effecthandlers/DispelByCategory.java      |  29 +-
 .../handlers/effecthandlers/DispelBySlot.java |  56 ++--
 .../DispelBySlotProbability.java              |  54 ++--
 .../handlers/effecthandlers/EnemyCharge.java  |  64 ++--
 .../handlers/effecthandlers/EnergyAttack.java |  39 +--
 .../effecthandlers/EnlargeAbnormalSlot.java   |  28 +-
 .../handlers/effecthandlers/Escape.java       |  23 +-
 .../handlers/effecthandlers/FakeDeath.java    |  46 +--
 .../handlers/effecthandlers/FatalBlow.java    |  37 +--
 .../scripts/handlers/effecthandlers/Fear.java |  63 ++--
 .../scripts/handlers/effecthandlers/Flag.java |  43 +--
 .../handlers/effecthandlers/FocusEnergy.java  |  26 +-
 .../effecthandlers/FocusMaxEnergy.java        |  32 +-
 .../handlers/effecthandlers/FocusSouls.java   |  28 +-
 .../handlers/effecthandlers/GetAgro.java      |  21 +-
 .../handlers/effecthandlers/GiveSp.java       |  26 +-
 .../scripts/handlers/effecthandlers/Grow.java |  31 +-
 .../handlers/effecthandlers/Harvesting.java   |  33 +-
 .../scripts/handlers/effecthandlers/Heal.java |  35 +-
 .../handlers/effecthandlers/HealOverTime.java |  44 +--
 .../handlers/effecthandlers/HealPercent.java  |  23 +-
 .../scripts/handlers/effecthandlers/Hide.java |  43 +--
 .../effecthandlers/HolythingPossess.java      |  28 +-
 .../handlers/effecthandlers/HpByLevel.java    |  27 +-
 .../handlers/effecthandlers/HpDrain.java      |  37 +--
 .../handlers/effecthandlers/ImmobileBuff.java |  28 +-
 .../effecthandlers/ImmobilePetBuff.java       |  31 +-
 .../handlers/effecthandlers/Invincible.java   |  12 +-
 .../handlers/effecthandlers/Lethal.java       |  31 +-
 .../handlers/effecthandlers/Lucky.java        |  21 +-
 .../effecthandlers/MagicalAttack.java         |  43 +--
 .../effecthandlers/MagicalAttackMp.java       |  35 +-
 .../effecthandlers/MagicalSoulAttack.java     |  45 +--
 .../effecthandlers/ManaDamOverTime.java       |  27 +-
 .../handlers/effecthandlers/ManaHeal.java     |  25 +-
 .../effecthandlers/ManaHealByLevel.java       |  27 +-
 .../effecthandlers/ManaHealOverTime.java      |  38 +--
 .../effecthandlers/ManaHealPercent.java       |  23 +-
 .../handlers/effecthandlers/MpByLevel.java    |  27 +-
 .../effecthandlers/MpConsumePerLevel.java     |  36 +--
 .../scripts/handlers/effecthandlers/Mute.java |  21 +-
 .../effecthandlers/NoblesseBless.java         |  28 +-
 .../effecthandlers/OpenCommonRecipeBook.java  |  26 +-
 .../effecthandlers/OpenDwarfRecipeBook.java   |  26 +-
 .../handlers/effecthandlers/Paralyze.java     |  44 +--
 .../handlers/effecthandlers/Passive.java      |  35 +-
 .../effecthandlers/Petrification.java         |  31 +-
 .../handlers/effecthandlers/PhoenixBless.java |  17 +-
 .../effecthandlers/PhysicalAttack.java        |  45 +--
 .../effecthandlers/PhysicalAttackHpLink.java  |  41 +--
 .../effecthandlers/PhysicalAttackMute.java    |  17 +-
 .../handlers/effecthandlers/PhysicalMute.java |  17 +-
 .../effecthandlers/PhysicalSoulAttack.java    |  49 +--
 .../effecthandlers/ProtectionBlessing.java    |  17 +-
 .../effecthandlers/RandomizeHate.java         |  40 +--
 .../handlers/effecthandlers/RebalanceHP.java  |  23 +-
 .../handlers/effecthandlers/Recovery.java     |  26 +-
 .../effecthandlers/RefuelAirship.java         |  19 +-
 .../handlers/effecthandlers/Relax.java        |  50 +--
 .../handlers/effecthandlers/Restoration.java  |  40 +--
 .../effecthandlers/RestorationRandom.java     |  32 +-
 .../handlers/effecthandlers/Resurrection.java |  23 +-
 .../scripts/handlers/effecthandlers/Root.java |  28 +-
 .../effecthandlers/ServitorShare.java         |  26 +-
 .../handlers/effecthandlers/SetSkill.java     |  30 +-
 .../handlers/effecthandlers/SilentMove.java   |  45 +--
 .../handlers/effecthandlers/SkillTurning.java |  32 +-
 .../handlers/effecthandlers/Sleep.java        |  32 +-
 .../handlers/effecthandlers/SoulBlow.java     |  41 +--
 .../handlers/effecthandlers/SoulEating.java   |  52 ++-
 .../handlers/effecthandlers/Spoil.java        |  40 +--
 .../handlers/effecthandlers/StaticDamage.java |  25 +-
 .../effecthandlers/StealAbnormal.java         |  73 +++--
 .../scripts/handlers/effecthandlers/Stun.java |  21 +-
 .../effecthandlers/SummonAgathion.java        |  28 +-
 .../handlers/effecthandlers/SummonCubic.java  |  55 ++--
 .../handlers/effecthandlers/SummonNpc.java    |  43 ++-
 .../handlers/effecthandlers/SummonPet.java    |  19 +-
 .../handlers/effecthandlers/SummonTrap.java   |  34 +-
 .../handlers/effecthandlers/Sweeper.java      |  30 +-
 .../handlers/effecthandlers/TargetCancel.java |  36 +--
 .../handlers/effecthandlers/TargetMe.java     |  44 ++-
 .../effecthandlers/TargetMeProbability.java   |  42 ++-
 .../handlers/effecthandlers/Teleport.java     |  19 +-
 .../effecthandlers/TeleportToTarget.java      |  21 +-
 .../handlers/effecthandlers/ThrowUp.java      |  67 ++--
 .../effecthandlers/TransferDamage.java        |  30 +-
 .../handlers/effecthandlers/TransferHate.java |  38 +--
 .../effecthandlers/Transformation.java        |  41 +--
 .../effecthandlers/TriggerSkillByDamage.java  |  50 ++-
 .../handlers/effecthandlers/Unsummon.java     |  49 ++-
 .../effecthandlers/UnsummonAgathion.java      |  24 +-
 .../effecthandlers/VitalityPointUp.java       |  28 +-
 .../handlers/itemhandlers/EventItem.java      |   2 +-
 .../itemhandlers/ItemSkillsTemplate.java      |  33 --
 .../handlers/skillhandlers/Continuous.java    |  60 +---
 .../handlers/skillhandlers/Detection.java     |  10 +-
 .../scripts/handlers/skillhandlers/Dummy.java |  13 +-
 .../handlers/targethandlers/ClanMember.java   |   2 +-
 .../voicedcommandhandlers/Wedding.java        |  13 +-
 .../hellbound/BaseTower/BaseTower.java        |   7 +-
 .../TowerOfInfinitum/TowerOfInfinitum.java    |   2 +-
 .../CrystalCaverns/CrystalCaverns.java        |  22 +-
 .../HellboundTown/HellboundTown.java          |  17 +-
 .../HideoutOfTheDawn/HideoutOfTheDawn.java    |  32 +-
 .../scripts/instances/Kamaloka/Kamaloka.java  |  63 ++--
 .../NornilsGarden/NornilsGarden.java          |  23 +-
 .../mods/eventmodRabbits/eventmodRabbits.java |   4 +-
 .../mods/eventmodRace/eventmodRace.java       |  21 +-
 .../Q00053_LinnaeusSpecialBait.java           |   8 +-
 .../Q10273_GoodDayToFly.java                  |   8 +-
 .../Q10275_ContainingTheAttributePower.java   |   4 +-
 .../game/data/stats/skills/00000-00099.xml    | 238 +++++++-------
 .../game/data/stats/skills/00100-00199.xml    | 190 +++++------
 .../game/data/stats/skills/00200-00299.xml    | 222 ++++++-------
 .../game/data/stats/skills/00300-00399.xml    | 277 ++++++++--------
 .../game/data/stats/skills/00400-00499.xml    | 277 ++++++++--------
 .../game/data/stats/skills/00500-00599.xml    | 190 +++++------
 .../game/data/stats/skills/00600-00699.xml    | 110 +++----
 .../game/data/stats/skills/00700-00799.xml    | 235 +++++++-------
 .../game/data/stats/skills/00800-00899.xml    | 140 ++++----
 .../game/data/stats/skills/00900-00999.xml    | 195 ++++++------
 .../game/data/stats/skills/01000-01099.xml    | 138 ++++----
 .../game/data/stats/skills/01100-01199.xml    | 122 +++----
 .../game/data/stats/skills/01200-01299.xml    | 255 ++++++++-------
 .../game/data/stats/skills/01300-01399.xml    | 268 ++++++++--------
 .../game/data/stats/skills/01400-01499.xml    | 299 +++++++++---------
 .../game/data/stats/skills/01500-01599.xml    | 222 ++++++-------
 .../game/data/stats/skills/02000-02099.xml    | 114 +++----
 .../game/data/stats/skills/02100-02199.xml    | 128 ++++----
 .../game/data/stats/skills/02200-02299.xml    | 160 +++++-----
 .../game/data/stats/skills/02300-02399.xml    | 118 +++----
 .../game/data/stats/skills/02400-02499.xml    | 202 ++++++------
 .../game/data/stats/skills/02500-02599.xml    | 148 ++++-----
 .../game/data/stats/skills/02600-02699.xml    |  78 ++---
 .../game/data/stats/skills/02700-02799.xml    |  42 +--
 .../game/data/stats/skills/02800-02899.xml    | 156 ++++-----
 .../game/data/stats/skills/02900-02999.xml    | 170 +++++-----
 .../game/data/stats/skills/03000-03099.xml    |  30 +-
 .../game/data/stats/skills/03100-03199.xml    | 152 ++++-----
 .../game/data/stats/skills/03200-03299.xml    | 140 ++++----
 .../game/data/stats/skills/03300-03399.xml    |  74 ++---
 .../game/data/stats/skills/03400-03499.xml    |  62 ++--
 .../game/data/stats/skills/03500-03599.xml    |  90 +++---
 .../game/data/stats/skills/03600-03699.xml    |  62 ++--
 .../game/data/stats/skills/03700-03799.xml    | 124 ++++----
 .../game/data/stats/skills/03800-03899.xml    |  24 +-
 .../game/data/stats/skills/03900-03999.xml    |  96 +++---
 .../game/data/stats/skills/04000-04099.xml    | 160 +++++-----
 .../game/data/stats/skills/04100-04199.xml    | 192 +++++------
 .../game/data/stats/skills/04200-04299.xml    | 148 ++++-----
 .../game/data/stats/skills/04300-04399.xml    | 150 ++++-----
 .../game/data/stats/skills/04400-04499.xml    | 150 ++++-----
 .../game/data/stats/skills/04500-04599.xml    | 166 +++++-----
 .../game/data/stats/skills/04600-04699.xml    | 214 ++++++-------
 .../game/data/stats/skills/04700-04799.xml    | 210 ++++++------
 .../game/data/stats/skills/04900-04999.xml    |   4 +-
 .../game/data/stats/skills/05000-05099.xml    | 108 +++----
 .../game/data/stats/skills/05100-05199.xml    | 182 +++++------
 .../game/data/stats/skills/05200-05299.xml    | 212 ++++++-------
 .../game/data/stats/skills/05300-05399.xml    | 138 ++++----
 .../game/data/stats/skills/05400-05499.xml    |  85 ++---
 .../game/data/stats/skills/05500-05599.xml    | 156 ++++-----
 .../game/data/stats/skills/05600-05699.xml    | 154 ++++-----
 .../game/data/stats/skills/05700-05799.xml    | 102 +++---
 .../game/data/stats/skills/05800-05899.xml    |  76 ++---
 .../game/data/stats/skills/05900-05999.xml    |  62 ++--
 .../game/data/stats/skills/06000-06099.xml    |  75 ++---
 .../game/data/stats/skills/06100-06199.xml    |  34 +-
 .../game/data/stats/skills/06200-06299.xml    |  92 +++---
 .../game/data/stats/skills/06300-06399.xml    | 140 ++++----
 .../game/data/stats/skills/06400-06499.xml    |  82 ++---
 .../game/data/stats/skills/06600-06699.xml    | 108 +++----
 .../game/data/stats/skills/06700-06799.xml    | 104 +++---
 .../game/data/stats/skills/06800-06899.xml    | 114 +++----
 .../game/data/stats/skills/06900-06999.xml    |   4 +-
 .../game/data/stats/skills/07000-07099.xml    | 119 +++----
 .../game/data/stats/skills/08000-08099.xml    |  96 +++---
 .../game/data/stats/skills/08100-08199.xml    | 124 ++++----
 .../game/data/stats/skills/08200-08299.xml    | 135 ++++----
 .../game/data/stats/skills/08300-08399.xml    | 102 +++---
 .../game/data/stats/skills/08400-08499.xml    | 128 ++++----
 .../game/data/stats/skills/08500-08599.xml    |  22 +-
 .../game/data/stats/skills/09000-09099.xml    | 134 ++++----
 .../game/data/stats/skills/09100-09199.xml    |  44 +--
 .../game/data/stats/skills/20000-20099.xml    |  14 +-
 .../game/data/stats/skills/21000-21099.xml    | 158 ++++-----
 .../game/data/stats/skills/21100-21199.xml    | 152 ++++-----
 .../game/data/stats/skills/21200-21299.xml    |  76 ++---
 .../game/data/stats/skills/22000-22099.xml    | 138 ++++----
 .../game/data/stats/skills/22100-22199.xml    | 136 ++++----
 .../game/data/stats/skills/22200-22299.xml    |  20 +-
 .../game/data/stats/skills/22300-22399.xml    |   2 +-
 .../game/data/stats/skills/23000-23099.xml    |  76 ++---
 .../game/data/stats/skills/23100-23199.xml    |  44 +--
 .../game/data/stats/skills/23200-23299.xml    | 176 +++++------
 .../game/data/stats/skills/23300-23399.xml    |  16 +-
 .../game/data/stats/skills/26000-26099.xml    |  74 ++---
 .../data/stats/skills/custom/10000-10099.xml  |   2 +-
 .../sql/game/character_pet_skills_save.sql    |   3 +-
 .../dist/sql/game/character_skills_save.sql   |   3 +-
 .../sql/game/character_summon_skills_save.sql |   3 +-
 .../dist/sql/game/updates/20131007update.sql  |   6 +
 265 files changed, 7823 insertions(+), 8410 deletions(-)
 create mode 100644 L2J_DataPack_BETA/dist/sql/game/updates/20131007update.sql

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 a0b4a124f0..96ca632ba2 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 80f3a55967..8b2f9a54d1 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 ea91a8dfc7..8936150994 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 4019f6e637..ec23a2684c 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 03606bf2d7..9f4c4257b7 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 bfbf80452f..d5102cc812 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 75ef1cb96c..4deaf9e4a7 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 3e5685f88f..5a4d306264 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 f0275868ab..b3d4e32dbe 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 891de2ba45..7dfaf5a167 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 eb125469f2..f91c492c7f 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 e1992e275b..df8ca92652 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 8fb3ab1d8c..1943435bff 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 d1b3835992..f2c4f2bd9b 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 d5b268991e..0dfc8e9702 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 1fe0fc1b25..f67ff3f63e 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 10e0cfd68a..796a80c6cb 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 538052490b..3a8dfeab1a 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 5bd6d01b38..e826e96492 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 c23a502694..efdc193f3a 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 b720b8ea22..fcf6b89292 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 e664338ade..25041926e4 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 3b9de54bb6..b368fd62e2 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 08dd2597c0..86c0e5ebc3 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 3955aaad68..6db66f7230 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 2019752779..436a2512f9 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 ebe5d6fbd3..5c9a820882 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 7764d4b652..4e4c7adc6b 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 f3e0ca8321..6930873529 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 f91543278b..3b6e33cdd2 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 ad3a1d9d46..26db5ad620 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 22a0729964..dc5d0b46ba 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 6360cc17ed..0ddef93791 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 ed58ba0a37..94927ecd16 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 ed853532e4..03454b6013 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 e8cf686916..a146709943 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 6e54adbbd1..0981981a30 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 4a3ff70957..81983abc5f 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 c86ba48d78..8f588187cc 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 f19b338ae5..9c5ec2d6a8 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 a95a92af39..1d6604b751 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 7f15cd3339..01481b2b51 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 6e0bb9ae42..4db30aa249 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 7067b3a50d..4dcea57e0a 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 21553b8b9c..e8f2ff27e8 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 aca914f3f1..6b70ca60a0 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 772b635d7a..d605ff82b7 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 94c0dfacc6..a3d6963392 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 4dcf20dded..baede6c5ad 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 7dcba61c38..2f2006edb4 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 ae41b45fed..7a930c93a6 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 b8fa6f8bd0..29723184e7 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 75843b9eda..8d08b7be8d 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 ce016a6a8e..ef8612b037 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 a44ad06f3e..a11122485f 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 539190c5ed..e9078e4eeb 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 862bd02244..9c340ec05e 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 3dc49459c6..431f9ea404 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 c4a0dfdb95..cf1ee24892 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 d26c442d27..e7380f1e6c 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 7bbe5b907f..0b9aee96b4 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 ea8b5967f9..37bb17869b 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 ac1afe7f9a..3d9ee5d2e2 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 1712b6c277..5578e2400e 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 826e65d87a..5b9d806b69 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 899e3ba28c..c9dd956c26 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 4d67db8531..046a622509 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 77be5805d0..f5c9495749 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 fd3ccedebb..ffa47ab639 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 0c9872a020..7af1c88aea 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 e411b14c5d..f45aec585c 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 25e33e0b2c..279cf944ef 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 97012f0ab2..3ad1485c70 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 1e0ccd0578..00d8c5aeed 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 57454fe024..c3c946d63b 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 262cbc63d0..c5e4506260 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 54010326bb..6b3aecf8d2 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 d0952bd1ec..8e81627d75 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 f80725ea08..a2c1d4dd93 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 b31fc901f1..3b9e215b17 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 87c9917768..f5cde769fc 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 e8b7678795..e944fc5af9 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 97dcf34425..8eb08897cc 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 1ac3b4e8c0..c61cd4b78f 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 605aa24b3f..2b207a2b27 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 ec4dc32a9d..ae27c3d722 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 35247e63b4..45e5365cbf 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 95433e0e30..d94927aa61 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 bc85ea342c..90e5ec1d16 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 0f6fbf4bba..f31a528fc4 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 9dde698e90..532e342f17 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 29a60654b0..2ac57ccad9 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 1207af2452..747540604f 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 da3b47f690..0335c16916 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 c2d5aa46a7..58cd2716e5 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 f4583833e2..172d6afe7a 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 ecc3d7e2ad..730415cf5e 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 b5ebd56c61..9d96a43df9 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 944efe41c2..a9ceff3f60 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 9095108de5..1b9af84f27 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 6e3dfca1cc..904fe8db70 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 50a8760cbf..419e56f88a 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 0c62bd2dfe..7984b8e946 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 14f6e8a34c..f1f21495ec 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 d73b9c68fe..0e7e8756ba 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 bde51eb61c..130622239b 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 dea392eb33..a5d2efc547 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 2c224ff7db..3b538d8b74 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 cc6f1c1f9d..06c9c92c0d 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 f93edd1d15..acf022d970 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 495ea7799d..33a1469f9c 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 0acbc02236..251b302dc0 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 ece25ff95d..f3f5bf9b12 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 0530de82d5..219c1ed68a 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 195a44ebae..2907ff2070 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 9aa844b315..c96b0290e3 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 6f37f47c87..1b12683df4 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 b310c7f4c4..5ec7cd25c0 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 022dcccf5d..278be80427 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 942191de76..581b7d35e4 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 39a6750845..d93fe47881 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 5a6b7b08e8..2f37d56529 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 9b200d8f76..475e56ad3b 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 0f607be974..77f6352230 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 ffdd4338d5..424899c04f 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 1361afa444..0480cfa11c 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 858818f45d..88ffc148e5 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 0f83759c71..a25200c23b 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 81f2c3fb4d..a67b01c3c3 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 8ad9283753..bcfe493b3c 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 cab392707e..f0ad527556 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 9b8fb6fa31..6b7816b3ed 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 374744e977..873e8bbee1 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 940f078969..c1d853bb4e 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 c713ba78dc..bc9dd81bed 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 71dbb39cb0..fe96e6f62e 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 97a9895c7e..313f28f9f5 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 74f404645e..730a336d9e 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 3c43260e7d..98c3077c2f 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 9106e69de9..73d9335445 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 258b87c0d3..e3817f0b3d 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 c151cd6bd5..e2ef561f36 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 8771014c26..c3522d1ba0 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 449e196ac4..bd4cadff2d 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 3ffb3503be..57dec60b8b 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 ec6922f94f..f78608454a 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 9b16cb7246..e731b1c853 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 963d874760..37be4f94d8 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 37f8f739a9..1d87dd569a 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 73f83edc70..51e26b8348 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 87edd9b34b..bbfccfa3c6 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 d9b399b630..c3721aa616 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 d807651835..69d4f60d29 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 a2cd9c42c9..46d0e7dc70 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 40eaa73fb0..cd0fa0633d 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 3e36ca9d9e..ce9ded41b0 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 73c1e62b24..953a0c7990 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 4839aeb147..358a132174 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 a964746b9a..71f854e153 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 ae155c9fad..c0c6fc5b01 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 86bec5bf23..d03a03b08e 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 ad9b4fea9c..de5851c6d8 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 0df4087381..4272c2f64e 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 1d1ea93023..655f5db987 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 60c9f1f6a6..7e43f3c941 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 b8476bf1f3..4613f1d0f2 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 edc8c227f6..ec8035500f 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 0e5cb819eb..359734af50 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 8d881e9a06..b7e07c06ac 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 ad257842c5..a37bf2953a 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 39a9a35243..432cc913f7 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 7903833b04..cb8337ef2a 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 21be0ecd47..c8ebd88ad3 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 5c13bee0d5..a2cd4d8e4b 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 fff2413986..df922e445f 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 83d38d35ed..a113c42ede 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 dbf3c5f992..3d4272b91d 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 43eab7734b..ef23af716c 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 0a72670e10..645ea71527 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 6fcfa73e65..93d7fa680c 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 9f496e87d9..4dfb608f06 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 5129c62286..5b8a5275be 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 f4cdb3d4ab..914daf5c5c 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 1e83713921..56dd3fac07 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 81532792e2..b153507b35 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 cf07a9ad14..26e8b44093 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 b32a3db85b..e7fd29477e 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 8fd0d5310a..23d948eb38 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 831a1bd170..15096cf1c9 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 33b10e9b25..48e21a274d 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 4fdf0ea310..b03893987d 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 e0ba40bbfd..47753f9a93 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 38061fe31d..83be15780d 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 6bab66634f..d13a037475 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 845150e3b7..523506b3b2 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 ecdebc86c4..092d1d2fcf 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 bee6b90d58..098e43efef 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 55892e1f88..ff07437725 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 7fdb8d272d..909f6c8444 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 904c00d5b2..6e159174fb 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 ba1fa73e33..6446b78b86 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 fe974427ce..5e5e3aba0f 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 a2c9b78a43..760f96d5a5 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 6c02fd202b..d5b61ea648 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 ff3180c64f..74981dbb50 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 aa93e256c3..d67dd64934 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 e9aa00f63e..3f81d23d62 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 81e0f3b030..d9b02ffcec 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 e6a204a192..26206f8683 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 22242008f8..81ea47314a 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 0053f3a6c9..e793e03593 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 7055c34eb8..3c6d7f4b9a 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 3b9bdc39be..b292895433 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 df46150487..68d49c247a 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 8c058f672b..e44f29e0c0 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 c0f7546b76..ebb0f3e8aa 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 bc8932dcb0..6d50d81662 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 014d974ca2..28994ce25f 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 42becc6f9b..aa991ee621 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 645679728a..a15ea18190 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 069bfc7486..7c6c18cb30 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 143751c5be..a352b9fe5a 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 c32fee2d55..3eb2266ec4 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 8983d4eddc..d6bdf43376 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 2a79547133..d384f4ead6 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 3f126c1eb7..bee6ab4bd2 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 d0ab98ae19..5e355a3066 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 90484087ee..804a81bed5 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 eaad53333e..67830a2310 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 3009051208..82244bddd1 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 5e77b25467..c1b5c924b4 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 7823125740..34f75b2cbe 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 e14a92b10d..53b4cc6a5d 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 8a116b2280..751ec97ee6 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 44bcb222e8..c6c8a5879a 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 81809ffe13..28d6004ad3 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 0aad7846cd..5536ccf9c1 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 5a4501ff72..d565209eaa 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 eb9b0c7944..0f06b51c81 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 19d392b6a1..a18f23fd2a 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 7e599eb900..2fcd809188 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 56920d4257..6374d90bd1 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 4a4710c07f..0c84154ae1 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 5c6ad37f89..abda8450b8 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 65c9fbd387..d9bcb0f76f 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 147631bd77..655945f5ca 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 bf7563bc18..de4d2f0947 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 7d0a9c89c9..adda0a1507 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 d3fa39cf6b..a99a22165a 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 76d1b80991..fc1beccf98 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 c9d5da2f6c..b3cf26a630 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 6ecb721775..537f3cb4c9 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 15fbfebeac..ca4279b55b 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 4e4776c715..df9663ef9e 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 97b76dc2ac..640e87ee9c 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 e24575466c..21d54c2ffd 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 e0ce738766..941c7b9912 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 98c76d69b8..74e90d28dc 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 0e19b6a5d6..17dcff7c46 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 09f6efd9a9..f2c929ceda 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 aeabc313c2..986779356c 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 99b40a1356..fe0e74836f 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 0199f88a77..7b1692ecf7 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 6c5b8d4c51..715957428c 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 0000000000..8272bbb50f
--- /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
-- 
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