Item Details

Magic Swordsman Thanatos's Sword-FA [1] ( Thanatos_Sword_FA )

ID 480324 Magic Swordsman Thanatos's Sword-FA [1]
Magic Swordsman Thanatos's Sword-FA [1] Buy Price: zeny Sell Price: 0 zeny Weight: 50 Slots: 1
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Garment/Robe
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: 90
Weapon Level: Not specified Armor Level: 2 Min. Equip Level: 210 Max. Equip Level: Not specified
Refineable: 1 Gradable: 1 Element: Neutral Classes: Not specified

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.
------------------------
When base level is 250 or higher, S.MATK +8, P.ATK +8.
------------------------
For every 2 refine level,
increases melee/ranged physical damage by 3%,
increases all property magical damage by 3%.
------------------------
For every 4 refine level,
increases physical/magical damage to Medium and Large size monsters by 5%.
------------------------
When refined +9 or higher,
increases physical/magical damage to Dragon and Angel race by 7%.
------------------------
When refined +11 or higher,
increases physical/magical damage to Dragon and Angel race by an additional 7%.
------------------------
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%.
------------------------
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%.
------------------------
[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%.
------------------------
Class : Garment
Defense : 90
Weight : 50
Armor Level : 2
Required Level : 210
Jobs : All Jobs

All

Not specified

Flags
Can be added to a player buying store? No
Summons monster? No
Is part of a container? No
Has unique stack? No
Binds on equip? No
Announces drop? No
Is consumed on use? Yes
Has drop effect? No
Stacking
Not specified
Usage
Not specified
Trade
Override Not specified
Can be dropped? Yes
Can be traded? Yes
Can be traded with partner? Yes
Can be sold to NPC? Yes
Can be placed in cart? Yes
Can be placed in storage? Yes
Can be placed in guild storage? Yes
Can be sent by mail? Yes
Can be put in auction? Yes
Delay
Not specified
.@g = getenchantgrade();
.@r = getrefine();
if (BaseLevel>=250) {
   bonus bPAtk,8;
   bonus bSMatk,8;
}
if (.@r>=9) {
   bonus2 bAddRace,RC_Angel,7;
   bonus2 bMagicAddRace,RC_Angel,7;
   bonus2 bAddRace,RC_Dragon,7;
   bonus2 bMagicAddRace,RC_Dragon,7;
   if (.@r>=11) {
      bonus2 bAddRace,RC_Angel,7;
      bonus2 bMagicAddRace,RC_Angel,7;
      bonus2 bAddRace,RC_Dragon,7;
      bonus2 bMagicAddRace,RC_Dragon,7;
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bPAtk,5;
   bonus bSMatk,5;
   if (.@g>=ENCHANTGRADE_C) {
      bonus2 bIgnoreResRaceRate,RC_Angel,5;
      bonus2 bIgnoreResRaceRate,RC_Dragon,5;
      bonus2 bIgnoreMResRaceRate,RC_Angel,5;
      bonus2 bIgnoreMResRaceRate,RC_Dragon,5;
      if (.@g>=ENCHANTGRADE_B) {
         bonus2 bIgnoreResRaceRate,RC_Angel,5;
         bonus2 bIgnoreResRaceRate,RC_Dragon,5;
         bonus2 bIgnoreMResRaceRate,RC_Angel,5;
         bonus2 bIgnoreMResRaceRate,RC_Dragon,5;
         if (.@g>=ENCHANTGRADE_A) {
            bonus2 bIgnoreResRaceRate,RC_Angel,5;
            bonus2 bIgnoreResRaceRate,RC_Dragon,5;
            bonus2 bIgnoreMResRaceRate,RC_Angel,5;
            bonus2 bIgnoreMResRaceRate,RC_Dragon,5;
         }
      }
   }
}
bonus bShortAtkRate,3*(.@r/2);
bonus bLongAtkRate,3*(.@r/2);
bonus2 bMagicAtkEle,Ele_All,3*(.@r/2);
bonus2 bAddSize,Size_Medium,5*(.@r/4);
bonus2 bMagicAddSize,Size_Medium,5*(.@r/4);
bonus2 bAddSize,Size_Large,5*(.@r/4);
bonus2 bMagicAddSize,Size_Large,5*(.@r/4);
Script References
getenchantgrade Command
getenchantgrade
Signature:
getenchantgrade({<equipment slot>,<char_id>})
Description:
function is called or the specified equipment slot. If nothing is equipped there, it returns -1. Valid equipment slots are: EQI_COMPOUND_ON - Item slot that calls this script (In context of item script) (default) For a list of others equipment slots see 'getequipid'.
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
if Command
if
Signature:
if (<condition>) <statement>;
Description:
This is the basic conditional statement command, and just about the only one available in this scripting language. The condition can be any expression. All expressions resulting in a non-zero value will be considered True, including negative values. All expressions resulting in a zero are false. If the expression results in True, the statement will be executed. If it isn't true, nothing happens and we move on to the next line of the script. For more information on conditional operators see the operators section above. bothering to store it in a specific variable: More examples of using the 'if' command in the real world: Example 1: Example 2: Notice that examples 1 and 2 have the same effect. Example 3: Example 4: Example 5: See 'strcharinfo' for an explanation of what this function does. Example 6: Using complex conditions. The script engine also supports nested 'if' statements: If the condition isn't met, it'll do the action following the 'else'. We can also group several actions depending on a condition: Remember that if you plan to do several actions upon the condition being false, and you forget to use the curly braces (the { } ), the second action will be executed regardless the output of the condition, unless of course, you stop the execution of the script if the condition is true (that is, in the first grouping using a return; , and end; or a close; ) Also, you can have multiple conditions nested or chained.
Example:
if (1)  mes "This will always print.";
if (0)  mes "And this will never print.";
if (5)  mes "This will also always print.";
if (-1) mes "Funny as it is, this will also print just fine.";
if (strcharinfo(0) == "Daniel Jackson") mes "It is true, you are Daniel!";
.@answer = 1;
input .@input;
if (.@input == .@answer)
close;
mes "Sorry, your answer is incorrect.";
close;
.@answer = 1;
input .@input;
if (.@input != .@answer)
mes "Sorry, your answer is incorrect.";
close;
.@count++;
mes "[Forgetful Man]";
if (.@count == 1) mes "This is the first time you have talked to me.";
if (.@count == 2) mes "This is the second time you have talked to me.";
if (.@count == 3) mes "This is the third time you have talked to me.";
if (.@count == 4) {
mes "This is the fourth time you have talked to me.";
mes "I think I am getting amnesia, I have forgotten about you...";
.@count = 0;
}
close;
mes "[Quest Person]";
if (countitem(512) < 1) {  // 512 is the item ID for Apple, found in db/item_db.yml
mes "Can you please bring me an apple?";
close;
}
mes "Oh, you brought an Apple!";
mes "I didn't want it, I just wanted to see one.";
close;
mes "[Person Checker]";
if ($@name$ == "") {  // global variable not yet set
mes "Please tell me someones name";
next;
input $@name$;
$@name2$ = strcharinfo(0);
mes "[Person Checker]";
mes "Thank you.";
close;
}
if ($@name$ == strcharinfo(0)) {  // player name matches $@name$
mes "You are the person that " + $@name2$ + " just mentioned.";
mes "Nice to meet you!";
// reset the global variables
$@name$ = "";
$@name2$ = "";
close;
}
mes "You are not the person that " + $name2$ + " mentioned.";
close;
mes "[Multiple Checks]";
if (@queststarted == 1 && countitem(512) >= 5) {
mes "Well done, you have started the quest and brought me 5 Apples.";
@queststarted = 0;
delitem 512,5;
close;
}
mes "Please bring me 5 apples.";
@queststarted = 1;
close;
if (<condition>)
dothis;
else
dothat;
if (<condition>) {
dothis1;
dothis2;
} else {
dothat1;
dothat2;
dothat3;
}
if (<condition 1>)
dothis;
else if (<condition 2>) {
dothat;
end;
} else
dothis;
bPAtk Item Bonus
bPAtk
Signature:
bonus bPAtk,n;
Description:
PAtk + n
bSMatk Item Bonus
bSMatk
Signature:
bonus bSMatk,n;
Description:
SMatk + n
bAddRace Item Bonus
bAddRace
Signature:
bonus2 bAddRace,r,x;
Description:
+x% physical damage against race r
bMagicAddRace Item Bonus
bMagicAddRace
Signature:
bonus2 bMagicAddRace,r,x;
Description:
+x% magical damage against race r
bIgnoreResRaceRate Item Bonus
bIgnoreResRaceRate
Signature:
bonus2 bIgnoreResRaceRate,r,n;
Description:
Disregard n% of the target's Res if the target belongs to race r
bIgnoreMResRaceRate Item Bonus
bIgnoreMResRaceRate
Signature:
bonus2 bIgnoreMResRaceRate,r,n;
Description:
Disregard n% of the target's MRes if the target belongs to race r
bShortAtkRate Item Bonus
bShortAtkRate
Signature:
bonus bShortAtkRate,n;
Description:
Increases damage of short ranged attacks by n%
bLongAtkRate Item Bonus
bLongAtkRate
Signature:
bonus bLongAtkRate,n;
Description:
Increases damage of long ranged attacks by n%
bMagicAtkEle Item Bonus
bMagicAtkEle
Signature:
bonus2 bMagicAtkEle,e,x;
Description:
Increases damage of e element magic by x%
bAddSize Item Bonus
bAddSize
Signature:
bonus2 bAddSize,s,x;
Description:
+x% physical damage against size s
bMagicAddSize Item Bonus
bMagicAddSize
Signature:
bonus2 bMagicAddSize,s,x;
Description:
+x% magical damage against size s
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

Not specified

Not specified

Not specified

Not specified

Not specified

ID Trigger Item Base Items Materials Roles Details
#10 FA_Armor_Reform_1 1 5 Result Item Details
#11 FA_Armor_Reform_1 1 5 Result Item Details
Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Armor 2 Yes Not specified 2 Details

Not specified