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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;




































