
RENEWAL / ITEMS
Thanatos Axe-AD [2]
#620009Weapon
Thanos_Axe_AD
Item stats
- ATK
- 320
- Slots
- 2
- Weight
- 600
- Weapon level
- 5
- 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
- 190+
- Jobs
- Blacksmith
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Thanatos Axe-AD description & effects
Thanatos Two-handed Axe remodeled with Team Atnad's technology added.
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When dealing physical damage, has a chance to recovers 2500 HP and 50 SP every 1 second for 4 times.
ATK + 10 per 2 refine rate.
Increases Axe Tornado damage by 7% per 3 refine rate.
If refine rate is 7 or higher, reduces global cooldown by 10%, reduces skill cooldown of Axe Tornado by 1 second.
If refine rate is 9 or higher, increases Axe Boomerang damage by 45%, increases Axe Tornado damage by additional 15%.
If refine rate is 11 or higher, increases physical damage against all size enemies by 15%, increases melee physical damage by 15%.
------------------------
[Bonus By Grade]
[Grade D] ATK + 2%, increases Axe Stomp damage by 10%.
[Grade C] Additional ATK + 3% P.ATK + 1.
[Grade B] Increases Axe Stomp damage by additional 10%.
------------------------
Class : Two-handed Axe
ATK : 320
Weight : 600
Weapon Lv : 5
Required Level : 190
Class : Mechanic
Item effect script
.@g = getenchantgrade();
.@r = getrefine();
bonus bUnbreakableWeapon;
autobonus "{ bonus2 bHPRegenRate,2500,1000; }",1,4000,BF_WEAPON;
bonus bBaseAtk,10*(.@r/2);
bonus2 bSkillAtk,"NC_AXETORNADO",7*(.@r/3);
if (.@r>=7) {
bonus bDelayrate,-10;
bonus2 bSkillCooldown,"NC_AXETORNADO",-1000;
if (.@r>=9) {
bonus2 bSkillAtk,"NC_AXEBOOMERANG",45;
bonus2 bSkillAtk,"NC_AXETORNADO",15;
if (.@r>=11) {
bonus2 bAddSize,Size_All,15;
bonus bShortAtkRate,15;
}
}
}
if (.@g >= ENCHANTGRADE_D) {
bonus bAtkRate,2;
bonus2 bSkillAtk,"MT_AXE_STOMP",10;
if (.@g >= ENCHANTGRADE_C) {
bonus bPAtk,1;
bonus bAtkRate,3;
if (.@g >= ENCHANTGRADE_B) {
bonus2 bSkillAtk,"MT_AXE_STOMP",10;
}
}
}
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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 bAddRace,RC_Formless,15;
bonus2 bAddRace,RC_Undead,15;
bonus2 bAddRace,RC_Brute,15;
bonus2 bAddRace,RC_Plant,15;
bonus2 bAddRace,RC_Insect,15;
bonus2 bAddRace,RC_Fish,15;
bonus2 bAddRace,RC_Demon,15;
bonus2 bAddRace,RC_DemiHuman,15;
bonus2 bAddRace,RC_Angel,15;
bonus2 bAddRace,RC_Dragon,15;
bonus2 bSkillAtk,"NC_AXETORNADO",12*(.@r_weapon/2);
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillAtk,"NC_AXETORNADO",15;
bonus2 bSkillAtk,"MT_AXE_STOMP",15;
bonus2 bSkillAtk,"NC_AXEBOOMERANG",6*(.@r/2);
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillAtk,"NC_AXETORNADO",20;
bonus2 bSkillAtk,"MT_AXE_STOMP",20;
bonus2 bSkillAtk,"NC_AXEBOOMERANG",9*(.@r/2);
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillAtk,"NC_AXETORNADO",25;
bonus2 bSkillAtk,"MT_AXE_STOMP",25;
bonus2 bSkillAtk,"NC_AXEBOOMERANG",12*(.@r/2);
Set 5
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bAddRace,RC_Formless,10;
bonus2 bAddRace,RC_Undead,10;
bonus2 bAddRace,RC_Brute,10;
bonus2 bAddRace,RC_Plant,10;
bonus2 bAddRace,RC_Insect,10;
bonus2 bAddRace,RC_Fish,10;
bonus2 bAddRace,RC_Demon,10;
bonus2 bAddRace,RC_DemiHuman,10;
bonus2 bAddRace,RC_Angel,10;
bonus2 bAddRace,RC_Dragon,10;
bonus2 bSkillAtk,"NC_AXETORNADO",10*(.@r_weapon/2);
Set 6
Set effect
bonus2 bSkillCooldown,"MT_AXE_STOMP",-400;
if (getenchantgrade(EQI_HAND_R) >= ENCHANTGRADE_C)
bonus2 bSkillAtk,"MT_AXE_STOMP",10;












