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Glacier Flower Meow Power(Intelligence)

Glacier Flower Meow Power(Intelligence)

Card · EnchantID 312095Ice_C_Orb_Intel
  • Weight0
  • NPC sellNo

In-game description

P.ATK/S.MATK +1


Refine Level +7:

Increases Physical and Magical Damage against enemies of every element by 3%.


Refine Level +9:

Increases Physical and Magical Damage against enemies of every size by 3%.


Refine Level +11:

Increases Physical and Magical Damage against enemies of every race, except Players, by 3%.


[Bonus by Equipment's Grade]

[Grade D]: Physical and Magical Damage against enemies of Normal and Boss class +2%

[Grade C]: Physical and Magical Damage against enemies of Normal and Boss class +1%

What it does

  • P.ATK +1
  • S.MATK +1
  • At refine +7 or higher:
    • +3% magic and physical damage against enemies of every element
    • At refine +9 or higher:
      • +3% physical and magic damage against enemies of every size
      • At refine +11 or higher:
        • +3% magic and physical damage against all races
        • -3% magic and physical damage against Human (player) and Doram (player) race enemies
  • At enchant grade D or higher:
    • +2% physical and magic damage against normal monsters and boss monsters
    • At enchant grade C or higher:
      • +1% physical and magic damage against normal monsters and boss monsters
Show script
.@g = getenchantgrade();
.@r = getrefine();
bonus bPAtk,1;
bonus bSMatk,1;
if (.@r>=7) {
   bonus2 bMagicAddEle,Ele_All,3;
   bonus2 bAddEle,Ele_All,3;
   if (.@r>=9) {
      bonus2 bAddSize,Size_All,3;
      bonus2 bMagicAddSize,Size_All,3;
      if (.@r>=11) {
         bonus2 bMagicAddRace,RC_All,3;
         bonus2 bMagicAddRace,RC_Player_Human,-3;
         bonus2 bMagicAddRace,RC_Player_Doram,-3;
         bonus2 bAddRace,RC_All,3;
         bonus2 bAddRace,RC_Player_Human,-3;
         bonus2 bAddRace,RC_Player_Doram,-3;
      }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus2 bAddClass,Class_Normal,2;
   bonus2 bMagicAddClass,Class_Normal,2;
   bonus2 bAddClass,Class_Boss,2;
   bonus2 bMagicAddClass,Class_Boss,2;
   if (.@g>=ENCHANTGRADE_C) {
      bonus2 bAddClass,Class_Normal,1;
      bonus2 bMagicAddClass,Class_Normal,1;
      bonus2 bAddClass,Class_Boss,1;
      bonus2 bMagicAddClass,Class_Boss,1;
   }
}