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RENEWAL / ITEMS
[Not For Sale] Surudoi Kaze [2]
#510068Weapon
Comp_Sharp_Wind_Sword
Item stats
- ATK
- 150
- Slots
- 2
- Weight
- 100
- Weapon level
- 4
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- Dagger
- Equipment position
- Weapon
- Gender
- Both
- Required level
- 100+
- Jobs
- Kagerou Oboro, Ninja
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- Restricted: Dropping, Trading, Cart storage, Guild storage, Mail, Auction
No description is available. Available properties and effects are shown below.
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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
autobonus "{ bonus bStr,20; bonus bAtkRate,10; }",20,7000,BF_WEAPON; /* unknown rate */
Set 2
Set effect
autobonus "{ bonus bStr,20; bonus bAtkRate,10; }",20,7000,BF_WEAPON; /* unknown rate */
Set 3
Set effect
autobonus "{ bonus bStr,20; bonus bAtkRate,10; }",20,7000,BF_WEAPON; /* unknown rate */
Set 4
Set effect
autobonus "{ bonus bStr,20; bonus bAtkRate,10; }",20,7000,BF_WEAPON; /* unknown rate */
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_HAND_L);
bonus bBaseAtk,10*(.@r/3);
bonus bAtkRate,2*(.@r/5);
if (.@r >= 14) {
.@val = 25;
if (.@r >= 16) {
bonus2 bSkillCooldown,"KO_JYUMONJIKIRI",-2000;
if (.@r >= 18) {
.@lvl = max(getskilllv("KG_KAGEHUMI"),getskilllv("OB_ZANGETSU"));
skill "KG_KAGEHUMI",.@lvl;
skill "OB_ZANGETSU",.@lvl;
if (.@r >= 20) {
.@val += 25;
}
}
}
bonus2 bSkillAtk,"KO_JYUMONJIKIRI",.@val;
}
Set 6
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_HAND_L);
bonus bBaseAtk,10*(.@r/3);
bonus bAtkRate,2*(.@r/5);
if (.@r >= 14) {
.@val = 25;
if (.@r >= 16) {
bonus2 bSkillCooldown,"KO_JYUMONJIKIRI",-2000;
if (.@r >= 18) {
.@lvl = max(getskilllv("KG_KAGEHUMI"),getskilllv("OB_ZANGETSU"));
skill "KG_KAGEHUMI",.@lvl;
skill "OB_ZANGETSU",.@lvl;
if (.@r >= 20) {
.@val += 25;
}
}
}
bonus2 bSkillAtk,"KO_JYUMONJIKIRI",.@val;
}
Set 7
Set effect
bonus bDex,10;
bonus bAtkRate,7;
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_HAND_L);
bonus bBaseAtk,15*(.@r/3);
bonus bAtkRate,3*(.@r/5);
if (.@r >= 14) {
bonus2 bSkillAtk,"KO_JYUMONJIKIRI",30;
bonus2 bSkillCooldown,"KO_JYUMONJIKIRI",-2000;
if (.@r >= 16) {
skill "OB_ZANGETSU",getskilllv("KG_KAGEHUMI");
skill "KG_KAGEHUMI",getskilllv("OB_ZANGETSU");
if (.@r >= 18) {
bonus2 bAddEle,Ele_All,15;
if (.@r >= 20) {
bonus2 bSkillAtk,"KO_JYUMONJIKIRI",25;
}
}
}
}
Set 9
Set effect
bonus bPAtk,2;
bonus bAtkRate,10;
Set 10
Set effect
.@sum = getequiprefinerycnt(EQI_ACC_R)+getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_HAND_L);
bonus2 bAddSize,Size_All,15;
if (.@sum >= 20) {
bonus bLongAtkRate,10;
bonus2 bSkillAtk,"SS_KUNAIWAIKYOKU",10;
bonus2 bSkillAtk,"SS_KUNAIKAITEN",10;
}
if (getenchantgrade(EQI_HAND_R) >= ENCHANTGRADE_C) {
bonus bPAtk,5;
bonus bPow,5;
bonus2 bSkillAtk,"SS_KUNAIWAIKYOKU",10;
bonus2 bSkillAtk,"SS_KUNAIKAITEN",10;
}











