
RENEWAL / ITEMS
Judgement Slasher [2]
#28765Weapon
Judgement_Slasher
Item stats
- ATK
- 195
- Slots
- 2
- Weight
- 110
- Weapon level
- 4
- Buy price
- 20 z
- Sell price
- 10 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- Dagger
- Equipment position
- Weapon
- Gender
- Both
- Required level
- 170+
- Jobs
- Assassin
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Judgement Slasher description & effects
One of the two daggers believed to have been awarded to Doomsday judges.
It can't be used unless it's connected to the other dagger, Repentance Slasher, which has long been lost and forgotten.
If equipped with Repentance Slasher,
Meteor Assault and Soul Destroyer damage +40%
ATK +8 for every 2 combined upgrade levels
If combined upgrade levels are 16 or higher, Cross Impact and Counter Slash damage +20%.
If combined upgrade levels are 18 or higher, ATK +12%.
If combined upgrade levels are 20 or higher, Meteor Assault and Soul Destroyer damage +20%. (Additional)
Class: Dagger ATK: 195
Weight: 110
Weapon Level: 4
Required Level: 170
Job: Guillotine Cross Classes
TRY IT ON
8 directions · original animationsSee it on your character
Loading character preview…
SouthDrag to rotate
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
.@a = (getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_HAND_L))/5;
bonus2 bSkillAtk,"ASC_BREAKER",10*.@a;
bonus2 bSkillAtk,"ASC_METEORASSAULT",10*.@a;
bonus2 bSkillAtk,"GC_CROSSIMPACT",5*.@a;
bonus2 bSkillAtk,"GC_COUNTERSLASH",5*.@a;
Set 2
Set effect
.@a = getequiprefinerycnt(EQI_HAND_L);
.@b = getequiprefinerycnt(EQI_HAND_R);
if (.@a+.@b >= 16) {
bonus2 bSkillAtk,"GC_CROSSIMPACT",20;
bonus2 bSkillAtk,"GC_COUNTERSLASH",20;
}
if (.@a+.@b >= 18) {
bonus bAtkRate,12;
if (.@a+.@b >= 20) {
.@val = 20;
bonus2 bSkillAtk,"ASC_BREAKER",40+.@val;
bonus2 bSkillAtk,"ASC_METEORASSAULT",40+.@val;
bonus bBaseAtk,8*((.@a+.@b)/2);
}
}
Set 3
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bCritAtkRate,20;
bonus bShortAtkRate,5*(.@r_weapon/2);
bonus bLongAtkRate,5*(.@r_weapon/2);










