Game version
Master Shadow Weapon artwork from Ragnarok Online
RENEWAL / ITEMS

Master Shadow Weapon

#24792Shadow Gear

S_Master_Weapon

Item stats

Weight
0
Buy price
0 z
Sell price
0 z

Usage & restrictions

Type
Shadow Gear
Equipment position
Shadow weapon
Gender
Both
Required level
200+
Jobs
Alchemist, Assassin, Bard Dancer, Blacksmith, Crusader, Hunter, Kagerou Oboro, Knight, Monk, Priest, Rebellion, Rogue, Sage, Soul Linker, Star Gladiator, Super Novice, Spirit Handler, Wizard
Class tiers
Fourth
Refineable
Yes
Trading & storage
No restrictions

Master Shadow Weapon description & effects

ATK + 2%, MATK + 2%. ------------------------ For every 2 refine level, increase melee, long-range physical, and all property magical damage by 1%. ------------------------ When refined to +7 or higher, MHP + 3%, MSP + 3%. ------------------------ When refined to +9 or higher, P.ATK + 2, S.MATK + 2. ------------------------ Type: Shadow Equipment Location: Weapon Weight: 0 Required Level: 200 Class: 4th Jobs and 2nd High Expanded Jobs
Item effect script
.@r = getrefine();
bonus bBaseAtk,.@r;
bonus bMatk,.@r;
bonus bMatkRate,2;
bonus bAtkRate,2;
bonus bShortAtkRate,(.@r/2);
bonus bLongAtkRate,(.@r/2);
bonus2 bMagicAtkEle,Ele_All,(.@r/2);
if (.@r>=7) {
   bonus bMaxHPrate,3;
   bonus bMaxSPrate,3;
   if (.@r>=9) {
      bonus bPAtk,2;
      bonus bSMatk,2;
   }
}

Equipment sets

Set 1

Set effect

bonus bAllTraitStats,2;

Set 2

Set effect

bonus bAllTraitStats,2;

Set 3

Set effect

bonus bAllTraitStats,2;

Set 4

Set effect

bonus bAllTraitStats,2;

Set 5

Set effect

bonus bAllTraitStats,2;

Set 6

Set effect

bonus bAllTraitStats,2;

Set 7

Set effect

bonus bAllTraitStats,2;

Set 8

Set effect

bonus bAllTraitStats,2;

Set 9

Set effect

bonus bAllTraitStats,2;

Set 10

Set effect

bonus bAllTraitStats,2;

Set 11

Set effect

bonus bAllTraitStats,2;

Set 12

Set effect

bonus bAllTraitStats,2;

Set 13

Set effect

bonus bAllTraitStats,2;

Set 14

Set effect

bonus bAllTraitStats,2;

Set 15

Set effect

bonus bAllTraitStats,2;

Set 16

Set effect

bonus bAllTraitStats,2;

Set 17

Set effect

bonus bAllTraitStats,2;

Set 18

Set effect

bonus bAllTraitStats,2;

Set 19

Set effect

bonus bAllTraitStats,2;

Set 20

Set effect

bonus bAllTraitStats,2;

Set 21

Set effect

bonus bAllTraitStats,2;

Set 22

Set effect

bonus bAllTraitStats,2;

Set 23

Set effect

bonus bAllTraitStats,2;

Set 24

Set effect

bonus bAllTraitStats,2;

Set 25

Set effect

bonus bAllTraitStats,2;

Set 26

Set effect

bonus bAllTraitStats,2;

Set 27

Set effect

bonus bAllTraitStats,2;

Set 28

Set effect

bonus bAllTraitStats,2;

Set 29

Set effect

bonus bAllTraitStats,2;

Set 30

Set effect

bonus bAllTraitStats,2;

Set 31

Set effect

bonus bAllTraitStats,2;

Set 32

Set effect

bonus bAllTraitStats,2;

Set 33

Set effect

bonus bAllTraitStats,2;

Set 34

Set effect

bonus bAllTraitStats,2;

Set 35

Set effect

bonus bAllTraitStats,2;

Set 36

Set effect

bonus bAllTraitStats,2;

Set 37

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 38

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 39

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 40

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 41

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 42

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 43

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 44

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 45

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 46

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 47

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 48

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 49

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 50

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 51

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 52

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 53

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 54

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L)+getequiprefinerycnt(EQI_SHADOW_ACC_R);
bonus bPAtk,1;
bonus bSMatk,1;
if (.@sum>=27) {
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
}

Set 55

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 56

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 57

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 58

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 59

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 60

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 61

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 62

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 63

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 64

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 65

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 66

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 67

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 68

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 69

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 70

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 71

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 72

Set effect

bonus2 bIgnoreResRaceRate,RC_All,20;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-20;
bonus2 bIgnoreMResRaceRate,RC_All,20;
bonus2 bIgnoreMResRaceRate,RC_Player_Human,-20;
bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-20;

Set 73

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddSize,Size_All,5;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 74

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddSize,Size_All,5;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 75

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddSize,Size_All,5;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 76

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddSize,Size_All,5;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 77

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddSize,Size_All,5;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 78

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddSize,Size_All,5;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 79

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus bCRate,1;
bonus bCritical,3;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 80

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus bCRate,1;
bonus bCritical,3;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 81

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus bCRate,1;
bonus bCritical,3;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 82

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus bCRate,1;
bonus bCritical,3;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 83

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus bCRate,1;
bonus bCritical,3;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 84

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus bCRate,1;
bonus bCritical,3;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 85

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus bCRate,1;
bonus bCritical,3;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 86

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus bCRate,1;
bonus bCritical,3;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 87

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus bCRate,1;
bonus bCritical,3;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 88

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus bCRate,1;
bonus bCritical,3;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 89

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus bCRate,1;
bonus bCritical,3;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 90

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus bCRate,1;
bonus bCritical,3;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 91

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddEle,Ele_All,3;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 92

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddEle,Ele_All,3;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 93

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddEle,Ele_All,3;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 94

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddEle,Ele_All,3;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 95

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddEle,Ele_All,3;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 96

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddEle,Ele_All,3;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 97

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddEle,Ele_All,3;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 98

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddEle,Ele_All,3;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 99

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddEle,Ele_All,3;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 100

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddEle,Ele_All,3;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 101

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bAddEle,Ele_All,3;
bonus bPAtk,2;
if (.@sum>=27) {
   bonus2 bIgnoreResRaceRate,RC_All,10;
   bonus2 bIgnoreResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreResRaceRate,RC_Player_Doram,-10;
}

Set 102

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddEle,Ele_All,3;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 103

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddEle,Ele_All,3;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 104

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddEle,Ele_All,3;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 105

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddEle,Ele_All,3;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 106

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddEle,Ele_All,3;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 107

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddEle,Ele_All,3;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 108

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddEle,Ele_All,3;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 109

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddEle,Ele_All,3;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 110

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddEle,Ele_All,3;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 111

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddEle,Ele_All,3;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 112

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddEle,Ele_All,3;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 113

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddEle,Ele_All,3;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}

Set 114

Set effect

.@sum = getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_L);
bonus2 bMagicAddEle,Ele_All,3;
bonus bSMatk,2;
if (.@sum>=27) {
   bonus2 bIgnoreMResRaceRate,RC_All,10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Human,-10;
   bonus2 bIgnoreMResRaceRate,RC_Player_Doram,-10;
}
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