
RENEWAL / ITEMS
Howard's Memory
#29595Card
Harword_Memory
Item stats
- Weight
- 0
- Buy price
- 20 z
- Sell price
- 10 z
Usage & restrictions
- Type
- Card
- Trading & storage
- No restrictions
Howard's Memory description & effects
Power Swing damage +7% and Axe Boomerang damage +5% for every 3 Golden Wrench upgrade levels
Knuckle Boost damage +7% and Arm Cannon damage +5% for every 3 Engine Pilebunker upgrade levels
Axe Tornado damage +7% and Physical/Magical damage -5% from enemies of all sizes for every 3 Maxi Spanner upgrade levels
Card sets
Set 1
Set effect
.@r= getequiprefinerycnt(EQI_HAND_R)/3;
bonus2 bSkillAtk,"NC_POWERSWING",7*.@r;
bonus2 bSkillAtk,"NC_AXEBOOMERANG",5*.@r;
Set 2
Set effect
.@r= getequiprefinerycnt(EQI_HAND_R)/3;
bonus2 bSkillAtk,"NC_BOOSTKNUCKLE",7*.@r;
bonus2 bSkillAtk,"NC_ARMSCANNON",5*.@r;
Set 3
Set effect
.@r= getequiprefinerycnt(EQI_HAND_R)/3;
bonus2 bSkillAtk,"NC_AXETORNADO",7*.@r;
bonus2 bSubSize,Size_All,5*.@r;
Set 4
Set effect
bonus bLongAtkRate,20;
bonus2 bSkillAtk,"NC_ARMSCANNON",15*(getequiprefinerycnt(EQI_HAND_R)/4);
Set 5
Set effect
bonus bLongAtkRate,20;
bonus2 bSkillAtk,"NC_ARMSCANNON",15*(getequiprefinerycnt(EQI_HAND_R)/4);
Set 6
Set effect
.@sum = getequiprefinerycnt(EQI_HEAD_TOP) + getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_SHOES);
if (.@sum >= 33) {
bonus bLongAtkRate,30;
if (.@sum >= 35) {
bonus bDelayrate,-10;
bonus2 bVariableCastrate,"NC_ARMSCANNON",-50;
}
}
Set 7
Set effect
.@sum = getequiprefinerycnt(EQI_HEAD_TOP) + getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_SHOES);
if (.@sum >= 33) {
bonus bLongAtkRate,30;
if (.@sum >= 35) {
bonus bDelayrate,-10;
bonus2 bVariableCastrate,"NC_ARMSCANNON",-50;
}
}
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT)/3;
bonus2 bSkillCooldown,"NC_ARMSCANNON",-100*.@r;
bonus2 bSkillAtk,"NC_POWERSWING",5*.@r;
bonus2 bSkillAtk,"NC_ARMSCANNON",5*.@r;
bonus2 bSkillAtk,"NC_AXETORNADO",5*.@r;
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT)/3;
bonus2 bSkillCooldown,"NC_ARMSCANNON",-100*.@r;
bonus2 bSkillAtk,"NC_POWERSWING",5*.@r;
bonus2 bSkillAtk,"NC_ARMSCANNON",5*.@r;
bonus2 bSkillAtk,"NC_AXETORNADO",5*.@r;
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT)/3;
bonus2 bSkillCooldown,"NC_ARMSCANNON",-100*.@r;
bonus2 bSkillAtk,"NC_POWERSWING",5*.@r;
bonus2 bSkillAtk,"NC_ARMSCANNON",5*.@r;
bonus2 bSkillAtk,"NC_AXETORNADO",5*.@r;






