
RENEWAL / ITEMS
Magic Swordsman Thanatos's Sword [1]
#480136Armor
Thanatos_Sword
Item stats
- DEF
- 60
- Slots
- 1
- Weight
- 50
- Armor level
- 2
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Garment
- Gender
- Both
- Required level
- 180+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Magic Swordsman Thanatos's Sword description & effects
A magic sword said to have been used by a powerful swordsman in the past.
You can feel some of the power still contained in it.
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When Base Level is 210 or higher, P.ATK + 3, S.MATK + 3.
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When Base Level is 230 or higher, additional P.ATK + 2, S.MATK + 2.
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For every 3 refine level, increase melee, long-range physical, and all property magical damage by 2%.
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For every 5 refine level, increase physical and magical damage against Medium and Large sized enemies by 5%.
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When refined to +9 or higher, ignore physical and magical defense of Dragon and Angel race monsters by 20%.
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When refined to +11 or higher, ignore physical and magical defense of Dragon and Angel race monsters by additional 10%.
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Set Bonus:
Thanatos Magic Sword [1]
The Agony of Thanatos [1]
Reduce Variable Casting Time by 10%.
When the refine level of Headgear is +7 or higher,
increase physical and magical damage against Shadow and Holy property enemies by 15%.
When the refine level of Headgear is +9 or higher,
increase physical and magical damage against Dragon and Angel race enemies by 15%.
When the refine level of Headgear is +11 or higher,
increase physical and magical damage against Medium and Large sized enemies by 15%.
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Set Bonus:
Thanatos Magic Sword [1]
Red Force Pendant [1] OR Blue Mental Pendant [1]
ATK + 50, MATK + 50.
Increase physical and magical damage against Medium and Large sized enemies by 15%.
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Type: Garment
Def: 60
Weight: 50
Armor Level: 2
Required Level: 180
Class: All Jobss
Item effect script
.@r = getrefine();
if (BaseLevel>=210) {
bonus bPAtk,3;
bonus bSMatk,3;
}
if (BaseLevel>=230) {
bonus bPAtk,2;
bonus bSMatk,2;
}
if (.@r>=9) {
bonus2 bIgnoreDefRaceRate,RC_Angel,20;
bonus2 bIgnoreMdefRaceRate,RC_Angel,20;
bonus2 bIgnoreDefRaceRate,RC_Dragon,20;
bonus2 bIgnoreMdefRaceRate,RC_Dragon,20;
if (.@r>=11) {
bonus2 bIgnoreDefRaceRate,RC_Angel,10;
bonus2 bIgnoreMdefRaceRate,RC_Angel,10;
bonus2 bIgnoreDefRaceRate,RC_Dragon,10;
bonus2 bIgnoreMdefRaceRate,RC_Dragon,10;
}
}
bonus2 bMagicAtkEle,Ele_All,2*(.@r/3);
bonus bShortAtkRate,2*(.@r/3);
bonus bLongAtkRate,2*(.@r/3);
bonus2 bAddSize,Size_Medium,5*(.@r/5);
bonus2 bMagicAddSize,Size_Medium,5*(.@r/5);
bonus2 bAddSize,Size_Large,5*(.@r/5);
bonus2 bMagicAddSize,Size_Large,5*(.@r/5);
TRY IT ON
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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
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus bVariableCastrate,-10;
if (@r >= 7) {
bonus2 bAddEle,Ele_Holy,15;
bonus2 bAddEle,Ele_Dark,15;
bonus2 bMagicAddEle,Ele_Holy,15;
bonus2 bMagicAddEle,Ele_Dark,15;
if (@r >= 9) {
bonus2 bAddRace,RC_Angel,15;
bonus2 bAddRace,RC_Dragon,15;
bonus2 bMagicAddRace,RC_Angel,15;
bonus2 bMagicAddRace,RC_Dragon,15;
if (@r >= 11) {
bonus2 bAddSize,Size_Medium,15;
bonus2 bAddSize,Size_Large,15;
bonus2 bMagicAddSize,Size_Medium,15;
bonus2 bMagicAddSize,Size_Large,15;
}
}
}
Set 2
Set effect
bonus bBaseAtk,50;
bonus bMatk,50;
bonus2 bAddSize,Size_Medium,15;
bonus2 bAddSize,Size_Large,15;
bonus2 bMagicAddSize,Size_Medium,15;
bonus2 bMagicAddSize,Size_Large,15;
Set 3
Set effect
bonus bBaseAtk,50;
bonus bMatk,50;
bonus2 bAddSize,Size_Medium,15;
bonus2 bAddSize,Size_Large,15;
bonus2 bMagicAddSize,Size_Medium,15;
bonus2 bMagicAddSize,Size_Large,15;









