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RENEWAL / ITEMS

Zodiac

#29725Card

aegis_29725

Item stats

Weight
0
Buy price
0 z
Sell price
0 z

Usage & restrictions

Type
Card
Trading & storage
No restrictions
No description is available. Available properties and effects are shown below.
Item effect script
skill "AL_BLESSING",10;

Card sets

Set 1

Set effect

bonus bAllStats,10;

Set 2

Set effect

bonus bAllStats,10;

Set 3

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Blacksmith)
   bonus2 bSkillCooldown,"NC_AXETORNADO",-500;

Set 4

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Blacksmith)
   bonus bDelayrate,-3*.@r;

Set 5

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Blacksmith)
   bonus bAtkRate,3*.@r;

Set 6

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Blacksmith)
   bonus2 bSkillAtk,"NC_AXETORNADO",10*.@r;

Set 7

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Blacksmith)
   bonus bDelayrate,-4*.@r;

Set 8

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Blacksmith) {
   bonus bAtkRate,15;
   bonus2 bVariableCastrate,"BS_GREED",-100;
}

Set 9

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Alchemist)
   bonus2 bSkillCooldown,"GN_CART_TORNADO",-200;

Set 10

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Alchemist)
   bonus2 bSkillAtk,"GN_CARTCANNON",5*.@r;

Set 11

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Alchemist)
   bonus bAtkRate,3*.@r;

Set 12

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Alchemist)
   bonus2 bSkillAtk,"GN_CART_TORNADO",5*.@r;

Set 13

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Alchemist) {
   bonus2 bSkillAtk,"GN_CARTCANNON",15*.@r;
   bonus2 bSkillAtk,"GN_CART_TORNADO",10*.@r;
}

Set 14

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Alchemist) {
   bonus bAtkRate,15;
   bonus2 bVariableCastrate,"GN_CARTCANNON",-100;
}

Set 15

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Monk)
   bonus2 bSkillCooldown,"SR_SKYNETBLOW",-200;

Set 16

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Monk)
   bonus bPerfectHitAddRate,2*.@r;

Set 17

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Monk)
   bonus bAtkRate,3*.@r;

Set 18

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Monk)
   bonus bPerfectHitAddRate,2*.@r;

Set 19

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Monk)
   bonus bPerfectHitAddRate,3*.@r;

Set 20

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Monk) {
   bonus bAtkRate,15;
   bonus2 bSkillAtk,"SR_SKYNETBLOW",150;
}

Set 21

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Priest)
   bonus2 bMagicAtkEle,Ele_Holy,40;

Set 22

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Priest)
   bonus2 bSkillAtk,"AB_JUDEX",10*.@r;

Set 23

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Priest)
   bonus bMatkRate,3*.@r;

Set 24

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Priest)
   bonus bFlee2,3*.@r;

Set 25

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Priest)
   bonus2 bSkillAtk,"AB_JUDEX",10*.@r;

Set 26

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Priest) {
   bonus bMatkRate,15;
   bonus2 bSkillAtk,"AB_JUDEX",50;
}

Set 27

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Hunter)
   bonus bPerfectHitAddRate,25;

Set 28

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Hunter)
   bonus2 bSubClass,Class_Boss,2*.@r;

Set 29

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Hunter)
   bonus bAtkRate,3*.@r;

Set 30

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Hunter)
   bonus2 bSkillCooldown,"RA_UNLIMIT",-18000;

Set 31

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Hunter)
   bonus bPerfectHitAddRate,3*.@r;

Set 32

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Hunter) {
   bonus bAtkRate,15;
   bonus2 bSkillAtk,"RA_AIMEDBOLT",30;
}

Set 33

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Sage) {
   bonus2 bMagicAtkEle,Ele_Fire,40;
   bonus2 bMagicAtkEle,Ele_Water,40;
   bonus2 bMagicAtkEle,Ele_Wind,40;
   bonus2 bMagicAtkEle,Ele_Earth,40;
   bonus2 bMagicAtkEle,Ele_Neutral,40;
   bonus2 bSubClass,Class_Boss,10;
}

Set 34

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Sage)
   bonus2 bSkillCooldown,"SO_PSYCHIC_WAVE",-200*.@r;

Set 35

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Sage)
   bonus bMatkRate,3*.@r;

Set 36

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Sage) {
   bonus3 bAutoSpell,"MG_FIREBOLT",getskilllv("MG_FIREBOLT"),10*.@r;
   bonus3 bAutoSpell,"MG_COLDBOLT",getskilllv("MG_COLDBOLT"),10*.@r;
   bonus3 bAutoSpell,"MG_LIGHTNINGBOLT",getskilllv("MG_LIGHTNINGBOLT"),10*.@r;
   bonus3 bAutoSpell,"WZ_EARTHSPIKE",getskilllv("WZ_EARTHSPIKE"),10*.@r;
}

Set 37

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Sage) {
   bonus2 bSkillAtk,"MG_COLDBOLT",10*.@r;
   bonus2 bSkillAtk,"MG_FIREBOLT",10*.@r;
   bonus2 bSkillAtk,"MG_LIGHTNINGBOLT",10*.@r;
   bonus2 bSkillAtk,"WZ_EARTHSPIKE",10*.@r;
}

Set 38

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Sage) {
   bonus bMatkRate,15;
   bonus2 bSkillCooldown,"SO_PSYCHIC_WAVE",-1000;
}

Set 39

Set effect

if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Bard || BaseJob == Job_Dancer))
   bonus2 bSkillAtk,"WM_REVERBERATION",150;

Set 40

Set effect

if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Bard || BaseJob == Job_Dancer))
   bonus2 bSkillAtk,"WM_REVERBERATION",150;

Set 41

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Bard || BaseJob == Job_Dancer))
   bonus bPerfectHitAddRate,2*.@r;

Set 42

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Bard || BaseJob == Job_Dancer)) {
   bonus bAtkRate,3*.@r;
   bonus bMatkRate,3*.@r;
}

Set 43

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Bard || BaseJob == Job_Dancer)) {
   bonus bInt,2*.@r;
   bonus bDex,2*.@r;
}

Set 44

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Bard || BaseJob == Job_Dancer))
   bonus bPerfectHitAddRate,3*.@r;

Set 45

Set effect

if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Bard || BaseJob == Job_Dancer)) {
   bonus bAtkRate,15;
   bonus bMatkRate,15;
   bonus2 bSkillAtk,"WM_REVERBERATION",50;
}

Set 46

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Assassin)
   bonus2 bSkillAtk,"GC_ROLLINGCUTTER",150;

Set 47

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Assassin)
   bonus2 bSubClass,Class_Boss,2*.@r;

Set 48

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Assassin)
   bonus bAtkRate,3*.@r;

Set 49

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Assassin)
   bonus bPerfectHitAddRate,2*.@r;

Set 50

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Assassin)
   bonus2 bSkillCooldown,"GC_DARKILLUSION",-500*(.@r/2);

Set 51

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Assassin) {
   bonus bAtkRate,15;
   bonus2 bSkillCooldown,"GC_DARKCROW",-25000;
}

Set 52

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Knight)
   bonus bPerfectHitAddRate,25;

Set 53

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Knight)
   bonus bLongAtkRate,2*.@r;

Set 54

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Knight)
   bonus bLongAtkRate,3*.@r;

Set 55

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Knight)
   bonus bDelayrate,-2*.@r;

Set 56

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Knight) {
   bonus2 bSkillAtk,"RK_DRAGONBREATH",5*.@r;
   bonus2 bSkillAtk,"RK_DRAGONBREATH_WATER",5*.@r;
}

Set 57

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Knight) {
   bonus bLongAtkRate,15;
   bonus2 bSkillUseSP,"LK_SPIRALPIERCE",10;
}

Set 58

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Crusader)
   bonus bLongAtkRate,25;

Set 59

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Crusader)
   bonus2 bSkillCooldown,"LG_CANNONSPEAR",-100*.@r;

Set 60

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Crusader)
   bonus bAtkRate,3*.@r;

Set 61

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Crusader)
   bonus bAspdRate,2;

Set 62

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Crusader)
   bonus bDelayrate,-3*.@r;

Set 63

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Crusader) {
   bonus bAtkRate,15;
   bonus2 bSkillAtk,"LG_CANNONSPEAR",30;
}

Set 64

Set effect

.@r = getequiprefinerycnt(EQI_HAND_L);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Crusader)
   bonus bMaxHP,500*.@r;

Set 65

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Wizard)
   bonus2 bSkillAtk,"WL_HELLINFERNO",150;

Set 66

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Wizard)
   bonus2 bSkillCooldown,"WL_TELEKINESIS_INTENSE",-8000*.@r;

Set 67

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Wizard)
   bonus bMatkRate,3*.@r;

Set 68

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Wizard)
   bonus bDelayrate,-2*.@r;

Set 69

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Wizard)
   bonus bMatkRate,2*.@r;

Set 70

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Wizard) {
   bonus bMatkRate,15;
   bonus2 bSkillCooldown,"WL_TELEKINESIS_INTENSE",-75000;
}

Set 71

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Rogue)
   bonus bFlee2,20;

Set 72

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Rogue)
   bonus bPerfectHitAddRate,2*.@r;

Set 73

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Rogue) {
   bonus bAtkRate,3*.@r;
   bonus bMatkRate,3*.@r;
}

Set 74

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Rogue)
   bonus2 bSkillAtk,"SC_TRIANGLESHOT",15*.@r;

Set 75

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Rogue)
   bonus bPerfectHitAddRate,3*.@r;

Set 76

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Rogue) {
   bonus bAtkRate,15;
   bonus bMatkRate,15;
   bonus2 bSkillAtk,"SC_TRIANGLESHOT",70;
}

Set 77

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Soul_Linker) {
   bonus2 bSkillAtk,"SP_SHA",25;
   bonus2 bSkillAtk,"SP_SPA",25;
   bonus2 bSkillAtk,"SP_SWHOO",25;
}

Set 78

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Soul_Linker)
   bonus bDelayrate,-3*.@r;

Set 79

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Soul_Linker)
   bonus bMatkRate,3*.@r;

Set 80

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Soul_Linker)
   bonus bDelayrate,-2*.@r;

Set 81

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Soul_Linker)
   bonus bDelayrate,-3*.@r;

Set 82

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Soul_Linker) {
   bonus bMatkRate,15;
   bonus2 bSkillCooldown,"SP_CURSEEXPLOSION",-500;
}

Set 83

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Star_Gladiator)
   bonus bAllStats,10;

Set 84

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Star_Gladiator)
   bonus bPerfectHitAddRate,2*.@r;

Set 85

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Star_Gladiator)
   bonus bAtkRate,3*.@r;

Set 86

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Star_Gladiator)
   bonus bWeaponAtkRate,.@r;

Set 87

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (eaclass()&EAJL_THIRD && BaseJob == Job_Star_Gladiator)
   bonus bPerfectHitAddRate,2*.@r;

Set 88

Set effect

if (eaclass()&EAJL_THIRD && BaseJob == Job_Star_Gladiator) {
   bonus bAtkRate,15;
   bonus2 bSkillAtk,"SG_SUN_WARM",100;
   bonus2 bSkillAtk,"SG_MOON_WARM",100;
   bonus2 bSkillAtk,"SG_STAR_WARM",100;
}

Set 89

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
if (BaseJob == Job_Summoner) {
   bonus bAtkRate,3*.@r;
   bonus bMatkRate,3*.@r;
}

Set 90

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
if (BaseJob == Job_Summoner) {
   bonus2 bSkillAtk,"SU_PICKYPECK",5*.@r;
   bonus2 bSkillAtk,"SU_SCAROFTAROU",5*.@r;
   bonus2 bSkillAtk,"SU_LUNATICCARROTBEAT",5*.@r;
   bonus2 bSkillAtk,"SU_SVG_SPIRIT",5*.@r;
   bonus2 bSkillAtk,"SU_SV_STEMSPEAR",5*.@r;
   bonus2 bSkillAtk,"SU_CN_METEOR",5*.@r;
}

Set 91

Set effect

.@r = getequiprefinerycnt(EQI_SHOES);
if (BaseJob == Job_Summoner) {
   bonus bAtkRate,3*.@r;
   bonus bMatkRate,3*.@r;
}

Set 92

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (BaseJob == Job_Summoner)
   bonus2 bSubClass,Class_Boss,2*.@r;

Set 93

Set effect

if (BaseJob == Job_Summoner) {
   bonus bAtkRate,15;
   bonus2 bVariableCastrate,"SU_PICKYPECK",-50;
   bonus2 bVariableCastrate,"SU_ARCLOUSEDASH",-50;
   bonus2 bVariableCastrate,"SU_SCAROFTAROU",-50;
   bonus2 bVariableCastrate,"SU_LUNATICCARROTBEAT",-50;
   bonus2 bVariableCastrate,"SU_HISS",-50;
   bonus2 bVariableCastrate,"SU_POWEROFFLOCK",-50;
   bonus2 bVariableCastrate,"SU_SVG_SPIRIT",-50;
}

Set 94

Set effect

if (BaseJob == Job_Summoner) {
   bonus bAtkRate,15;
   bonus2 bVariableCastrate,"SU_PICKYPECK",-50;
   bonus2 bVariableCastrate,"SU_ARCLOUSEDASH",-50;
   bonus2 bVariableCastrate,"SU_SCAROFTAROU",-50;
   bonus2 bVariableCastrate,"SU_LUNATICCARROTBEAT",-50;
   bonus2 bVariableCastrate,"SU_HISS",-50;
   bonus2 bVariableCastrate,"SU_POWEROFFLOCK",-50;
   bonus2 bVariableCastrate,"SU_SVG_SPIRIT",-50;
}

Set 95

Set effect

if (BaseJob == Job_Summoner) {
   bonus bDef,150;
   bonus bMdef,15;
   bonus2 bVariableCastrate,"SU_FRESHSHRIMP",-50;
   bonus2 bVariableCastrate,"SU_BUNCHOFSHRIMP",-50;
   bonus2 bVariableCastrate,"SU_TUNABELLY",-50;
   bonus2 bVariableCastrate,"SU_TUNAPARTY",-50;
   bonus2 bVariableCastrate,"SU_GROOMING",-50;
   bonus2 bVariableCastrate,"SU_PURRING",-50;
   bonus2 bVariableCastrate,"SU_SHRIMPARTY",-50;
}

Set 96

Set effect

if (BaseJob == Job_Summoner) {
   bonus bDef,150;
   bonus bMdef,15;
   bonus2 bVariableCastrate,"SU_FRESHSHRIMP",-50;
   bonus2 bVariableCastrate,"SU_BUNCHOFSHRIMP",-50;
   bonus2 bVariableCastrate,"SU_TUNABELLY",-50;
   bonus2 bVariableCastrate,"SU_TUNAPARTY",-50;
   bonus2 bVariableCastrate,"SU_GROOMING",-50;
   bonus2 bVariableCastrate,"SU_PURRING",-50;
   bonus2 bVariableCastrate,"SU_SHRIMPARTY",-50;
}

Set 97

Set effect

if (BaseJob == Job_Summoner) {
   bonus bMatkRate,15;
   bonus2 bVariableCastrate,"SU_SV_STEMSPEAR",-50;
   bonus2 bVariableCastrate,"SU_SV_ROOTTWIST",-50;
   bonus2 bVariableCastrate,"SU_CN_METEOR",-50;
   bonus2 bVariableCastrate,"SU_CN_POWDERING",-50;
   bonus2 bVariableCastrate,"SU_CHATTERING",-50;
   bonus2 bVariableCastrate,"SU_MEOWMEOW",-50;
   bonus2 bVariableCastrate,"SU_NYANGGRASS",-50;
}

Set 98

Set effect

if (BaseJob == Job_Summoner) {
   bonus bMatkRate,15;
   bonus2 bVariableCastrate,"SU_SV_STEMSPEAR",-50;
   bonus2 bVariableCastrate,"SU_SV_ROOTTWIST",-50;
   bonus2 bVariableCastrate,"SU_CN_METEOR",-50;
   bonus2 bVariableCastrate,"SU_CN_POWDERING",-50;
   bonus2 bVariableCastrate,"SU_CHATTERING",-50;
   bonus2 bVariableCastrate,"SU_MEOWMEOW",-50;
   bonus2 bVariableCastrate,"SU_NYANGGRASS",-50;
}

Set 99

Set effect

bonus bAllStats,10;
bonus2 bSubRace,RC_Player_Doram,3;
bonus2 bSubRace,RC_Player_Human,3;
bonus bNoCastCancel;
MAKE IT YOURS

Your server. Your rates.

See experience and drop chances adjusted to your server.

Drop chances are capped at 100%. These are base-rate estimates; server caps, level penalties, VIP and event bonuses can change the final result. MVP reward drops have their own multiplier.

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