.:Renewal Combo Item Database:. | ||
{ bonus bMaxHPrate,15; bonus
bMaxSPrate,15; bonus2 bSkillAtk,"SU_CN_METEOR",150; } { bonus bMaxHPrate,20; bonus
bMaxSPrate,10; bonus bHealPower,20; skill "AL_HEAL",7,1; } { bonus bMaxHPrate,25; bonus
bMaxSPrate,6; bonus2 bSkillAtk,"SU_LUNATICCARROTBEAT",1 50; } { bonus bMaxHP,3000; bonus
bNoCastCancel; bonus bFixedCastrate,-20-(getequiprefine rycnt(EQI_ARMOR)+get ... { .@a =
getequiprefinerycnt(EQI_GARMENT); autobonus "{ bonus2 bHPLos ... { bonus bDelayrate,-5; bonus2
bSubRace,RC_DemiHuman,5; bonus2 bSubRa ... { bonus bUseSPrate,-5; }
{ bonus bVariableCastrate,-5; }
{ bonus2 bMagicAddRace,RC_All,1;
bonus bMaxSPrate,1; if (getequipref ... { bonus2
bHPDrainRate,40,2+(getequiprefiner ycnt(EQI_SHADOW_ARMOR)+getequipref inerycnt(EQI_SHADOW_SHIEL ... { bonus2 bAddClass,Class_All,7;
bonus bHit,12; } { bonus bFlee2,5; }
{ autobonus "{ bonus bAtk,100;
}",30,6000,BF_WEAPON,"{ active_transf ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... { bonus2 bAddClass,Class_All,5;
bonus bMatkRate,3; bonus bHealPower, ... back to top |
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