
RENEWAL / ITEMS
Illusion War Axe [2]
#1326Weapon
War_Axe_IL
Item stats
- ATK
- 180
- Slots
- 2
- Weight
- 420
- Weapon level
- 4
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- One-Handed Axe
- Equipment position
- Weapon
- Gender
- Both
- Required level
- 120+
- Jobs
- Alchemist, Blacksmith
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Illusion War Axe description & effects
a hideous axe that is said to be haunted by the fear of death when the day faces the enemy, with a life-threatening axe that has become frighteningly cruel because it is swung from the battlefield and filled with blood.
Unbreakable.
STR + 2, DEX + 2, LUK + 2.
Increases the damage of Axe Tornado and Axe Boomerang by 100%.
Increases the damage of Cart Tornado by 75%.
If refine rate is 7 or higher, further increases the damage of Axe Tornado, Axe Boomerang and Cart Tornado by 20%.
If refine rate is 9 or higher, further increases the damage of Axe Tornado, Axe Boomerang and Cart Tornado by another 20%.
If equipped with Illusion Shoes, ATK + 40.
If refine rate of both is 7 or higher, increases the damage of Axe Boomerang by 15%.
If the sum of their refine rates is 18 or higher, ATK + 10%.
If the sum of their refine rates is 22 or higher, increases long ranged physical damage by 10%.
Type : Axe Attack : 180
Weight : 420
Weapon Level : 4
Required Level : 120
Jobs : Blacksmith Classes, Alchemist Classes
Item effect script
bonus bStr,2;
bonus bDex,2;
bonus bLuk,2;
.@r = getrefine();
if (.@r >= 9) {
.@val = 40;
} else if (.@r >= 7) {
.@val = 20;
}
bonus2 bSkillAtk,"NC_AXETORNADO",(100+.@val);
bonus2 bSkillAtk,"NC_AXEBOOMERANG",(100+.@val);
bonus2 bSkillAtk,"GN_CART_TORNADO",(75+.@val);
TRY IT ON
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The preview shows appearance; equipment requirements are listed in the item details.
Some additional particle effects use the game client’s internal renderer and are not included in this preview.
Build an outfit with this itemEquipment sets
Set 1
Set effect
bonus bBaseAtk,40;
.@eq = getequiprefinerycnt(EQI_SHOES);
.@weapon = getequiprefinerycnt(EQI_HAND_R);
if (.@eq >= 7 && .@weapon >= 7) {
bonus2 bSkillAtk,"NC_AXEBOOMERANG",15;
}
if ((.@eq + .@weapon) >= 18) {
bonus bAtkRate,10;
if ((.@eq + .@weapon) >= 22) {
bonus bLongAtkRate,10;
}
}
Set 2
Set effect
bonus2 bAddClass,Class_Boss,70;
bonus2 bSubClass,Class_Boss,15;
Set 3
Set effect
bonus2 bAddClass,Class_Boss,70;
bonus2 bSubClass,Class_Boss,15;
Set 4
Set effect
bonus2 bSkillCooldown,"NC_AXETORNADO",-1000;
bonus2 bSkillCooldown,"GN_CART_TORNADO",-1000;
bonus2 bAddSize,Size_All,2*(getequiprefinerycnt(EQI_HAND_R)/2);
Set 5
Set effect
bonus2 bSkillCooldown,"NC_AXETORNADO",-1000;
bonus2 bSkillCooldown,"GN_CART_TORNADO",-1000;
bonus2 bAddSize,Size_All,2*(getequiprefinerycnt(EQI_HAND_R)/2);







