
RENEWAL / ITEMS
Thanos Dagger-AD [2]
#510030Weapon
Thanos_Dagger_AD
Item stats
- ATK
- 150
- MATK
- 160
- Slots
- 2
- Weight
- 140
- Weapon level
- 5
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- Dagger
- Equipment position
- Weapon
- Gender
- Both
- Required level
- 190+
- Jobs
- Rogue
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Thanos Dagger-AD description & effects
Thanatos Dagger remodeled with Team Atnad's technology added.
------------------------
MATK + 160.
When dealing magical damage, has a chance to recovers 1000 HP and 100 SP every 1 second for 4 times.
MATK + 10 per 2 refine rate.
Increases fire and neutral property magical damage by 4% per 3 refine rate.
If refine rate is 7 or higher, MATK + 5%, increases fire and neutral property damage by additional 10%.
If refine rate is 9 or higher, when dealing normal melee physical damage, has a chance to auto-cast Meteor Storm level 7 and Psychic Wave level 4.
If refine rate is 11 or higher, increases magical damage against all size enemies by 15%, increases fire and neutral property magical damage by additional 15%.
------------------------
[Bonus By Grade]
[Grade D] MATK + 2%, increases From the Abyss damage by 10%.
[Grade C] Additional MATK + 3%, S.MATK + 1.
[Grade B] Increases From the Abyss damage by additional 10%.
------------------------
Class : Dagger
ATK : 150
Weight : 140
Weapon Lv : 5
Required Level : 190
Class : Shadow Chaser
Item effect script
.@g = getenchantgrade();
.@r = getrefine();
autobonus "{ bonus2 bHPRegenRate,1000,1000; bonus2 bSPRegenRate,100,1000; }",10,4000,BF_MAGIC;
bonus bMatk,10*(.@r/2);
bonus2 bMagicAtkEle,Ele_Neutral,4*(.@r/3);
bonus2 bMagicAtkEle,Ele_Fire,4*(.@r/3);
if (.@r>=7) {
bonus2 bMagicAtkEle,Ele_Neutral,10;
bonus2 bMagicAtkEle,Ele_Fire,10;
bonus bMatkRate,5;
if (.@r>=9) {
bonus5 bAutoSpell,"SO_PSYCHIC_WAVE",4,100,BF_SHORT|BF_WEAPON,1;
bonus5 bAutoSpell,"WZ_METEOR",4,100,BF_SHORT|BF_WEAPON,1;
if (.@r>=11) {
bonus2 bMagicAddSize,Size_All,15;
bonus2 bMagicAtkEle,Ele_Neutral,15;
bonus2 bMagicAtkEle,Ele_Fire,15;
}
}
}
if (.@g >= ENCHANTGRADE_D) {
bonus bMatkRate,2;
bonus2 bSkillAtk,"ABC_FROM_THE_ABYSS_ATK",10;
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,1;
bonus bMatkRate,3;
if (.@g >= ENCHANTGRADE_B) {
bonus2 bSkillAtk,"ABC_FROM_THE_ABYSS_ATK",10;
}
}
}
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_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,10;
bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",10*(.@r_weapon/2);
Set 2
Set effect
bonus2 bMagicAtkEle,Ele_All,15;
bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",12*(getequiprefinerycnt(EQI_HAND_R)/2);
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",15;
bonus2 bSkillAtk,"ABC_FROM_THE_ABYSS_ATK",15;
bonus2 bMagicAtkEle,Ele_All,2*(.@r/2);
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",20;
bonus2 bSkillAtk,"ABC_FROM_THE_ABYSS_ATK",20;
bonus2 bMagicAtkEle,Ele_All,4*(.@r/2);
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",25;
bonus2 bSkillAtk,"ABC_FROM_THE_ABYSS_ATK",25;
bonus2 bMagicAtkEle,Ele_All,6*(.@r/2);
Set 6
Set effect
bonus2 bMagicAddRace,RC_All,10;
if (getenchantgrade(EQI_HAND_R) >= ENCHANTGRADE_C)
bonus2 bSkillAtk,"ABC_FROM_THE_ABYSS_ATK",15;












