Royal Revolver
| Item ID | 32304 | Name | Royal Revolver |
|
This gun was smuggled into the Glastheim Castle.
It's an ordinary weapon with nothing special, but it is influenced by the magical power of Himelmez. _______________________ Increases Ranged Physical Damage by 15%. _______________________ For each Refine Level: ATK +4 _______________________ Refine Level +9: Increases damage of Fire Dance by 20%. _______________________ Refine Level +11: Decreases Heat Barrel skill cooldown by 5 second. Increases Physical Damage against enemies of Undead and Angel race by 20%. _______________________ When equipped with King Schmidt's Suit and King Schmidt's Manteau: ATK +30 Physical attacks have a chance to increase Ranged Physical Damage by additional 10% for 10 seconds. _______________________ Total Refine Level of entire set at least +30: Increases Physical Damage against enemies of Holy and Undead elemental by 20%. _______________________ Type: Revolver Attack: 150 Weight: 170 Weapon Level: 4 _______________________ Requirement: Base Level 170 Rebellion |
|---|---|---|---|---|---|
| Weapon Level | 4 | Identifier | R_Revolver | ||
| Attack | 150 | Type | Weapon - Revolver | ||
| MATK | 0 | Equip Locations | Two-Handed | ||
| Defense | 0 | Equippable Jobs | Gunslinger, Rebellion | ||
| Range | 7 | Equip Gender | Both (Male and Female) | ||
| Slots | 2 | Equip Upper | None | ||
| Weight | 70 | Min Equip Level | 170 | ||
| NPC Buy | 0 | Max Equip Level | None | ||
| NPC Sell | 0 | Refineable | Yes | ||
| Credit Price | None | Trade restriction | None | ||
| Item Script |
.@r = getrefine();
bonus bLongAtkRate,15;
bonus bBaseAtk,4*.@r;
if (.@r>=9) {
bonus2 bSkillAtk,"RL_FIREDANCE",20;
}
if (.@r>=11) {
bonus2 bAddRace,RC_Undead,20;
bonus2 bAddRace,RC_Angel,20;
bonus2 bSkillCooldown,"RL_HEAT_BARREL",-5000;
}
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| Set | Script | ||||||
|---|---|---|---|---|---|---|---|
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.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bLongAtkRate,10; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;
if (.@sum >= 30) {
bonus2 bAddEle,Ele_Undead,20;
bonus2 bAddEle,Ele_Holy,20;
}
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