A dagger used by a wizard who admired a magic knight.
It seems to resonate with Ancient Hero Boots.
MATK +150.
For each 2 refine levels, MATK +10.
For each 3 refine levels, increase attack speed (reduces delay after attack by 2%).
When refined to +9 or higher, increase all elemental magic damage by 10%.
When refined to +11 or higher, adds a random chance to autospell Psychic Wave 3Lv when melee physical attakcs.
When equipped with Ancient Hero Boots, adds random chance to increase INT+20, MATK+15% for 7 sec when wearer physical attacks.
Weapon Lv : 4
Required Lv : 100
Required Job: Shadow Chaser Jobs
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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Def: 60
An improved version of the magic sword said to have been used by a powerful swordsman in the past.
The power contained within has been amplified.
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When base level is 250 or higher, S.MATK +8, P.ATK +8.
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For every 2 refine level,
increases melee/ranged physical damage by 3%,
increases all property magical damage by 3%.
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For every 4 refine level,
increases physical/magical damage to Medium and Large size monsters by 5%.
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When refined +9 or higher,
increases physical/magical damage to Dragon and Angel race by 7%.
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When refined +11 or higher,
increases physical/magical damage to Dragon and Angel race by an additional 7%.
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Set Bonus:
Thanatos Sword-FA [1]
The Agony of Thanatos-LT [1]
Reduces Variable Casting Time by 10%.
When headgear refined +7 or higher,
increases physical/magical damage to Holy and Shadow enemies by 20%.
When headgear refined +9 or higher,
increases physical/magical damage to Angel and Dragon race by 15%.
When headgear refined +11 or higher,
increases physical/magical damage to Medium and Large size by 15%.
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Set Bonus:
Thanatos Sword-FA [1]
Red Force Pendant-LT [1]
or
Blue Mental Pendant-LT [1]
ATK +50, MATK +50, P.ATK +3, S.MATK +3.
increases physical/magical damage to Medium and Large size by 15%.
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[Grade Bonus]
[Grade D] P.ATK + 5, S.MATK + 5.
[Grade C] Ignores physical/magical resistance of Dragon and Angel monsters by 5%.
[Grade B] Ignores physical/magical resistance of Dragon and Angel monsters by additional 5%.
[Grade A] Ignores physical/magical resistance of Dragon and Angel monsters by additional 5%.
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A magic sword in which magnificent power is sealed. It will not be easy to draw out it's power.
Property: Neutral
Max SP - 100
Adds a 10% chance of casting Level 5 Fire Bolt on the target when performing a physical attack.
If upgrade level is +7 or higher,
Max SP + 50
MATK + 85
If upgrade level is +10 or higher,
Additional Max SP + 50
Additional MATK + 45
Aspd + 1
Reduce damage taken from Water property attacks by 10%.
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When the refine of compounded item is +9 or higher, increase magical damage against Water property enemies by 10%.
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Set Bonus:
Abysmal Swordfish Card
Swordfish Card
MATK + 3%.
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A sword filled with false beliefs.
MATK +220.
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Increases Genesis Ray damage by 10%.
MATK + 12 per 3 refine rate.
If refine rate is 7 or higher,
increases Genesis Ray damage by additional 20%.
If refine rate is 9 or higher,
reduces skill cooldown of Genesis Ray by 0.5 seconds
If refine rate is 11 or higher,
increases Genesis Ray damage by additional 25%.
If refine rate is 12 or higher,
increases holy and neutral property magical damage by 15%.
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ATK : 200
Weapon Lv : 4
An ancient ritual dagger with unknown powers.
MATK + 120, MSP + 100, SP Recovery increased by 5%.
Low chance of cursing self with every physical or magic ATK.
A Beautiful Golden accessory with ancient magic. It changes its power depending on the owner's class.
If base Lv. 150, All Stats +2.
If Swordman, Merchant, Thief class, ATK + 8%
If Mage or Acolyte, MATK + 8%, increase 7% of heal amount,
If Archer, DEX +3, increase long distance physical attack power 10%.
Location : Upper
An armor modeled after one of the twelve legendary pantheon.
You can feel Apollo's divine power coming from it.
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MHP + 20%.
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For every 4 refine level, VIT + 3, MDEF + 5.
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When refined to +12 or higher,
For every level of Dragon's Breath and Dragon's Water Breath learned, MHP + 1%, up to 10%.
When receiving physical damage, there's a 5% chance to autocast Pneuma Lv.1.
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Set Bonus:
Apollo Armor [1]
Green Ferus Card
ASPD + 1.
Reduce After Cast Delay by 5%.
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Set Bonus:
Apollo Armor [1]
Eddga Card
When receiving magic damage, there's a 50% chance to inflict Frozen, Stun, and Stone Curse on enemies.
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Def : 0
Beam Claymore-OS remodeled with Team Atnad's technology added.
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Can't be destroyed in battle
CRI + 10.
If refine rate is 7 or higher, increases attack speed (reduces delay after attack by 10%).
If refine rate is 9 or higher, increases critical damage by 20%, increases Storm Blast damage by 25%.
If refine rate is 11 or higher, increases physical and magical damage against small and medium size enemies by 25%.
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ATK : 250
Weapon Lv : 5
A magical sword which releases a dismal black aura.
Property: Ghost
Restores 100 HP to the user when a monster is killed by a short-ranged attack.
Adds a 0.1% chance of buffing the user for 5 seconds when performing a physical attack; Crit + 100.
A one-handed sword that has been designed specifically for battles against humans.
Account Bound
Property: Neutral
Str + 1
Dex + 1
Increases physical damage on Demi-Human race targets by 75%.
Increases physical damage on Human Player race targets by 75%.
This item is indestructible in battle.
A miraculous Armor that can change its abilities according to those of its wearer.
Increases HP and SP based on the user's base level.
When magically attacked, has a chance to activate its own ability while cancelling all spells for 2 seconds.
If worn by Swordman/Merchant/Thief Class, Def +3
If worn by Wizard/Acolyte/Archer Class, MDef +5
Crown imbued with the power of good and evil.
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For every 3 refinement levels, Increases physical and magical damage against all races enemies by 5%.
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For every 4 refinement levels, Increases long ranged physical damage, ghost and neutral property magical damage by 7%.
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When refined to +7 or higher, RES + 50.
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When refined to +9 or higher, reduces variable casting time by 5%, reduces global cooldown by 5%.
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When refined to +11 or higher, Atk + 5%, Matk + 5%, reduces fixed casting time by 0.3 seconds.
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Set Bonus:
Crown of Good and Evil (Hyper Novice) [1]
Devil Cursed Sword [2]
For every 3 weapon refinements, increases Napalm Vulcan Strike damage by 4% and Ground Gravitation damage by 5%,
When weapon grade is B or higher, increases Napalm Vulcan Strike damage by additional 10%.
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Set Bonus:
Crown of Good and Evil (Hyper Novice) [1]
Devil Cursed Sword [2]
Evil Spell
increases Napalm Vulcan Strike damage by additional 15% and Ground Gravitation damage by additional 20%.
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Set Bonus:
Crown of Good and Evil (Hyper Novice) [1]
Guardian Saber [2]
For every 3 weapon refinements, increases Shield Chain Rush damage by 4% and Spiral Pierce Max damage by 5%,
When weapon grade is B or higher, increases Shield Chain Rush damage by additional 10%.
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Set Bonus:
Crown of Good and Evil (Hyper Novice) [1]
Guardian Saber [2]
Good Spell
increases Shield Chain Rush damage by additional 15% and Spiral Pierce Max damage by additional 20%.
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[Bonus by Grade]
[Grade D] MHP + 5%.
[Grade C] P.ATK + 3, S.MATK + 3.
[Grade B] P.ATK + 2, S.MATK + 2, POW + 2, SPL + 2.
[Grade A] RES + 50, MRES + 50, When refined to +12 or higher, reduce Fixed Casting Time by 0.2 seconds.
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Position : Upper
Crown imbued with the power of good and evil.
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For every 3 refine level, increase physical and magic damage against all races enemies by 5%.
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For every 4 refine level, increase melee physical and Holy property magic damage by 7%.
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When refined to +7 or higher, RES + 50.
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When refined to +9 or higher, reduce Variable Casting Time by 5%, ASPD + 5%.
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When refined to +11 or higher, ATK + 5%, MATK + 5%, reduce Fixed Casting Time by 0.3 seconds.
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Set Bonus:
Crown of Good and Evil (Imperial Guard) [1]
Devil Guardian Sword [2]
For every 3 refine level of Weapon, increase Cross Rain damage by 4%, increase Holy property magic damage by 5%.
When weapon grade is B or higher, increase Cross Rain damage by additional 10%.
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Set Bonus:
Crown of Good and Evil (Imperial Guard) [1]
Devil Guardian Sword [2]
Evil Spell
Increase Cross Rain damage by additional 15%, increase Holy property magic damage by additional 20%.
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Set Bonus:
Crown of Good and Evil (Imperial Guard) [1]
Holy Light Spear [2]
For every 3 refine level of Weapon, increase Overslash damage by 4%, increase melee physical damage by 5%.
When weapon grade is B or higher, increase Overslash damage by additional 10%.
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Set Bonus:
Crown of Good and Evil (Imperial Guard) [1]
Holy Light Spear [2]
Good Spell
Increase Overslash damage by additional 15%, increase melee physical damage by additional 20%.
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[Grade Bonus]
[Grade D] MHP + 5%.
[Grade C] P.ATK + 3, S.MATK + 3.
[Grade B] P.ATK + 2, S.MATK + 2, POW + 2, SPL + 2.
[Grade A] RES + 50, MRES + 50, When refined to +12 or higher, reduce Fixed Casting Time by additional 0.2 seconds.
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Def : 10
Location : Upper
A one-handed sword used by the gatekeeper of hell.
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MATK + 220.
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MATK + 5%, SPL + 2.
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Increase Cross Rain damage by 5%.
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When refined to +5 or higher, increase Cross Rain damage by additional 10%.
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When refined to +7 or higher, increase Holy property magic damage by 5%.
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When refined to +9 or higher, increase Cross Rain damage by additional 10%.
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When refined to +10 or higher, reduce Variable Casting Time by 10%.
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When refined to +11 or higher, increase Cross Rain damage by additional 5% and Holy property magic damage by 15%.
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[Grade Bonus]
[Grade D] Increase Holy property magic damage by 10%.
[Grade C] Increase magic damage against all sizes enemies by 10%.
[Grade B] Increase magic damage against all races enemies by 10%.
[Grade A] Increase magic damage against all property enemies by 10%.
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Armor that has lost its light after being consumed by toxic demonic magic.
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ATK + 140.
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For every 2 refinement levels, POW + 1, CON + 1.
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At refinement level 7, ATK + 3%, P.ATK + 2.
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At refinement level 9, After Cast Delay - 5%, Variable Casting Time - 5%.
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At refinement level 11, melee/ranged physical damage + 10%.
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Set Bonus:
Dim Glacier Armor [1]
Dim Glacier Manteau [1]
Dim Glacier Boots [1]
melee/ranged physical damage + 5%, Variable Casting Time - 5%, After Cast Delay - 5%, ATK increases by twice the total refinement level of this set.
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Set Bonus:
Dim Glacier Armor [1]
Dim Glacier Manteau [1]
Dim Glacier Boots [1]
Dim Glacier Weapons [1]
for every 3 weapon refinement levels, ATK + 10,
if the weapon is Grade C or higher, P.ATK + 6, POW + 5, CON + 5,
if the weapon is Grade B or higher, P.ATK + 5, POW + 5, CON + 5 additional increase,
if the weapon is Grade A or higher, P.ATK + 4, POW + 5, CON + 5 additional increase, and when using Two-Handed Sword, Two-Handed Spear, Two-Handed Staff, Two-Handed Axe, Katar, Bow, Huuma Shuriken, or Firearms, physical damage to all property enemies + 20%.
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[Grade Bonus]
[Grade D] ATK + 5%, POW + 5, CON + 5.
[Grade C] melee/ranged physical damage + 10%.
[Grade B] ATK + 1% additional increase.
[Grade A] ATK + 2% additional increase.
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A one-handed axe tainted by venomous magic, its gleam lost to corruption.
It no longer responds like other Glacier weapons, so you might need a different approach to wield it.
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Indestructible in battle.
MATK + 210.
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A light sword tainted by venomous magic, its gleam lost to corruption.
It no longer responds like other Glacier weapons, so you might need a different approach to wield it.
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MATK + 210.
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A mace tainted by venomous magic, its gleam lost to corruption.
It no longer responds like other Glacier weapons, so you might need a different approach to wield it.
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Indestructible in battle.
MATK + 210.
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Robe that has lost its light after being consumed by toxic demonic magic.
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MATK + 140.
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For every 2 refinement levels, SPL + 1, CON + 1.
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At refinement level 7, MATK + 3%, S.MATK + 2.
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At refinement level 9, After Cast Delay - 5%, Variable Casting Time - 5%.
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At refinement level 11, increases all property magic damage by 10%.
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Set Bonus:
Dim Glacier Robe [1]
Dim Glacier Muffler [1]
Dim Glacier Shoes [1]
All property magic damage + 5%, Variable Casting Time - 5%, After Cast Delay - 5%, MATK increases by twice the total refinement level of this set.
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Set Bonus:
Dim Glacier Robe [1]
Dim Glacier Muffler [1]
Dim Glacier Shoes [1]
Dim Glacier Weapon
For every 3 weapon refinement levels, MATK + 10,
If the weapon is Grade C or higher, S.MATK + 6, SPL + 5, CON + 5,
If the weapon is Grade B or higher, S.MATK + 5, SPL + 5, CON + 5 additional increase,
If the weapon is Grade A or higher, S.MATK + 4, SPL + 5, CON + 5 additional increase, and when using Two-Handed Sword, Two-Handed Spear, Two-Handed Staff, Two-Handed Axe, Katar, Bow, Huuma Shuriken, or Firearms, magic damage to all property enemies + 20%.
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[Grade Bonus]
[Grade D] MATK + 5%, SPL + 5, CON + 5.
[Grade C] All property magic damage + 10%.
[Grade B] MATK + 1%.
[Grade A] MATK + 2%.
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A one-handed spear tainted by venomous magic, its gleam lost to corruption.
It no longer responds like other Glacier weapons, so you might need a different approach to wield it.
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MATK + 210.
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A sword tainted by venomous magic, its gleam lost to corruption.
It no longer responds like other Glacier weapons, so you might need a different approach to wield it.
------------------------
MATK + 210.
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