Renewal
.:Renewal Combo Item Database:.
 


{ bonus bVariableCastrate,-10;
bonus bMatkRate,10; }

{ bonus bInt,5; bonus
bMaxSPrate,10; bonus bDef,100;
bonus2 bMagicAtkEle,Ele_Water,10;
bonus2 bMagicAtkEle,Ele_Earth,10;
bonus2 bMagicAt ...

{ bonus2
bSkillAtk,"SO_PSYCHIC_WAVE",10;
.@eq = getequiprefinerycnt( ...

{ .@matk = 100; .@recovery = 20;
.@weapon =
getequiprefinerycnt(EQI_ ...

{ bonus bSpeedRate,25; /* unknown
speed value */ bonus bHealPower,10 ...

{ .@r =
getequiprefinerycnt(EQI_HAND_R);
bonus bAspdRate,8; bonus bC ...

{ bonus bBaseAtk,40; .@eq =
getequiprefinerycnt(EQI_SHOES);
.@weapon ...

{ bonus bAspdRate,8; .@eq =
getequiprefinerycnt(EQI_SHOES);
.@weapon ...

{ .@r =
getequiprefinerycnt(EQI_HAND_R);
bonus bAspdRate,8; bonus bC ...

{ .@weapon =
getequiprefinerycnt(EQI_HAND_R);
.@eq = getequiprefiner ...

{ bonus bMatk,50; .@eq =
getequiprefinerycnt(EQI_GARMENT);
.@weapon ...

{ bonus bLongAtkRate,3; .@eq =
getequiprefinerycnt(EQI_SHOES);
.@wea ...

{ bonus bBaseAtk,40; .@eq =
getequiprefinerycnt(EQI_SHOES);
.@weapon ...

{ bonus bBaseAtk,50; .@eq =
getequiprefinerycnt(EQI_HEAD_TOP);
.@we ...

{ .@weapon =
getequiprefinerycnt(EQI_HAND_R);
.@eq = getequiprefiner ...

{ bonus2
bSkillDelay,"LG_OVERBRAND",-2000;
bonus bLongAtkRate,getski ...

{ bonus2
bSkillVariableCast,"CR_GRANDCROSS"
,-1500; bonus2 bSkillAtk, ...

{ .@atk = 40; .@aspd = 3; .@dmg =
2; .@agi = readparam(bAgi); if (.@ ...

{ .@r =
getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillAtk,"LG_SHIELD ...

{ bonus2
bSkillAtk,"LG_RAYOFGENESIS",10;
bonus2 bSkillAtk,"CR_GRANDC ...

{ .@r =
getequiprefinerycnt(EQI_HAND_R)/2*
7; bonus2 bSkillAtk,"LG_CA ...

{ bonus2
bSkillAtk,"LG_BANISHINGPOINT",20;
bonus2
bSkillAtk,"LG_CANNONSPEAR",20;
bonus2 bSkillAtk,"LG_ ...

{ bonus2
bSkillUseSP,"LG_BANISHINGPOINT",15
; bonus2
bSkillUseSP,"LG_CANNONSPEAR",10;
bonus2
bSkillUseSP,"CR_GRANDCROSS",30;
bonus2 bSkil ...

{ bonus2 bAddClass,Class_All,10;
bonus bMatkRate,10; }

{ bonus2 bAddClass,Class_All,10;
bonus bMatkRate,10; }

{ bonus2 bAddClass,Class_All,10;
bonus bMatkRate,10; }

{ bonus2 bAddClass,Class_All,10;
bonus bMatkRate,10; }

{ bonus2 bAddClass,Class_All,1; if
(getequiprefinerycnt(EQI_SHADOW_A ...

{ bonus bBaseAtk,20; bonus bLuk,3;
}

{ bonus bBaseAtk,5;
if(getequiprefinerycnt(EQI_SHADOW_
WEAPON)+getequiprefinerycnt(EQI_SH
ADOW_ACC_R)+ge ...


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