
RENEWAL / ITEMS
Patent Avenger [2]
#620004Weapon
Up_Avenger
Item stats
- ATK
- 290
- Slots
- 2
- Weight
- 700
- Weapon level
- 4
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- Two-Handed Axe
- Equipment position
- Weapon (Two-Handed)
- Gender
- Both
- Required level
- 150+
- Jobs
- Blacksmith
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Patent Avenger description & effects
A double-handed ax is said to have been replaced by a blacksmith for his revenge.
He regained his past glory and began to show his natural ability.
It seems to resonate with the boots of the great hero.
Cannot be destroyed.
ATK + 15 per 2 refine rates.
Increase damage of Axe Tornado by 10% per 3 refine rates.
When refined to +7 or higher, increase damage of Axe Boomerang by 40%, reduce cooltime of Axe Tornado by 1 sec.
When refined to +9 or higher, increase physical damage to all size monsters by 15%.
When refined to +11 or higher, reduce incoming physical/magic damage by all property enemies by 20%.
When equipped with Great Hero's Boots, STR + 10, ATK + 7% 증가.
Type: Two handed Axe Attack: 290
Weight: 700
Weapon Level: 4
Required Level: 150
Class: Mechanic Type
Item effect script
.@r = getrefine();
bonus bUnbreakableWeapon;
bonus bBaseAtk,.@r/2*15;
bonus2 bSkillAtk,"NC_AXETORNADO",10*(.@r/3);
if (.@r>=7) {
bonus2 bSkillAtk,"NC_AXEBOOMERANG",40;
bonus2 bSkillCooldown,"NC_AXETORNADO",-1000;
}
if (.@r>=9) {
bonus2 bAddSize,Size_All,15;
}
if (.@r>=11) {
bonus2 bSubEle,Ele_All,20;
}
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
bonus bStr,10;
bonus bAtkRate,7;
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
if (.@r>=11) {
bonus bDelayrate,-15;
bonus2 bSubSize,Size_All,10;
bonus2 bSkillCooldown,"NC_AXETORNADO",-650;
}
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
if (.@r>=11) {
bonus bDelayrate,-15;
bonus2 bSubSize,Size_All,10;
bonus2 bSkillCooldown,"NC_AXETORNADO",-650;
}
Set 4
Set effect
bonus2 bAddRace,RC_All,8;
if (getequiprefinerycnt(EQI_HAND_R)>=11)
bonus2 bSkillAtk,"NC_AXETORNADO",(readparam(bStr)+readparam(bVit))/12;
Set 5
Set effect
bonus2 bAddRace,RC_All,8;
if (getequiprefinerycnt(EQI_HAND_R)>=11)
bonus2 bSkillAtk,"NC_AXETORNADO",(readparam(bStr)+readparam(bVit))/12;








