Item Details

Dea Staff [1] ( Dea_Staff )

ID 2005 Dea Staff [1]
Dea Staff [1] Buy Price: 20 zeny Sell Price: 10 zeny Weight: 100 Slots: 1
Type: Weapon item. Sub Type: Two-handed staves Gender: Both Locations: Right_Hand + Left_Hand
Attack: 30 Magic Attack: 220 Range: 1 Defense: Not specified
Weapon Level: 3 Armor Level: Not specified Min. Equip Level: 50 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Holy Classes: Transcendent classes (no Transcendent-Third classes)., Fourth classes., All Transcendent classes., All Third classes.

A imagem da Deusa Sagrada da Luz está entalhada neste cajado longo.
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Indestrutível em batalha.
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Ao usar [Curar]:
20% de chance de recuperar 200 de SP.
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A cada 2 refinos:
Dano mágico +1%.
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Tipo: Cajado de Duas Mãos
ATQ: 30 ATQM: 220
Peso: 100
Propriedade: Sagrado
Nível da arma: 3
Nível necessário: 50
Classes: Transcendentais de Noviços e evoluções

Staff panjang yang dihiasai oleh cahaya mahkota dewi.
MATK + 220, INT +6, VIT +2. Berelemen Holy.
Memulihkan MaxSP 200 dengan kemungkinan kecil ketika menggunakan skill 'Heal'. MATK + 1% untuk setiap 1 level tempa.
Jenis : Two-Handed Staff Serangan : 30
Berat : 100
Senjata Level: 3
Level Persyaratan : 50
Profesi : High Acolyte

The image of the Sacred Goddess of Light is carved onto this long staff.
Class: Two-Handed Staff
Attack: 30
Magic Attack: 220
Property: Holy
Weight: 100
Weapon Level: 3
Requires Level: 50
Usable By: High Priest Jobs, Champion Jobs
Int + 6
Vit + 2
Adds a chance of restoring 200 SP to the user when using Heal.
MATK + 1% per 2 upgrade level of the item.

The image of the Sacred Goddess of Light is carved onto this long staff.
Matk + 220, Int +6, Vit +2. Holy Elemental.
Has a chance of Recovering 200 SP when using 'Heal'.
Increases Matk by 1% for every refine level.
Class: Two-Handed Staff
Attack: 30
Weight: 100
Weapon Level:3
Required Level: 50
Job: Transcendent Acolyte Classes

Maya (0.50%) Silent Maya (3.00%)
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
bonus bAtkEle,Ele_Holy;
bonus bMatkRate,getrefine()/2;
bonus bInt,6;
bonus bVit,2;
autobonus3 "{ }",20,1000,"AL_HEAL","{ specialeffect2 EF_MAGICALATTHIT; heal 0,200; }";
Script References
bAtkEle Item Bonus
bAtkEle
Signature:
bonus bAtkEle,e;
Description:
Gives the player's attacks element e
bMatkRate Item Bonus
bMatkRate
Signature:
bonus bMatkRate,n;
Description:
Magical attack power + n%
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bInt Item Bonus
bInt
Signature:
bonus bInt,n;
Description:
INT + n
bVit Item Bonus
bVit
Signature:
bonus bVit,n;
Description:
VIT + n
autobonus3 Command
autobonus3
Signature:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Description:
These commands are meant to be used in item scripts only! See 'petautobonus' for pet usage. What these commands do is 'attach' a script to the player which will get executed on attack (or when attacked in the case of autobonus2). Rate is the trigger rate of the script (1000 = 100%). Duration is the time in milliseconds that the bonus will last for since the script has triggered. Skill ID/skill name the skill which will be used as trigger to start the bonus. (autobonus3) The optional argument 'flag' is used to classify the type of attack where the script can trigger (it shares the same flags as the bAutoSpell bonus script): Range criteria: Attack type criteria: Skill criteria: The difference between the optional argument 'other script' and the 'bonus script' is that, the former one triggers only when attacking(or attacked) and the latter one runs on status calculation as well, which makes sure, within the duration, the "bonus" that get lost on status calculation is restored. So, 'bonus script' is technically supposed to accept "bonus" command only. And we usually use 'other script' to show visual effects. In all cases, when the script triggers, the attached player will be the one who holds the bonus. There is currently no way of knowing within this script who was the other character (the attacker in autobonus2, or the target in autobonus and autobonus3). //Grants a 1% chance of starting the state "all stats +10" for 10 seconds when //using weapon or misc attacks (both melee and ranged skills) and shows a special //effect when the bonus is active.
Example:
BF_SHORT:  Trigger on melee attack
BF_LONG:   Trigger on ranged attack
Default:   BF_SHORT+BF_LONG
BF_WEAPON: Trigger on weapon skills
BF_MAGIC:  Trigger on magic skills
BF_MISC:   Trigger on misc skills
Default:   BF_WEAPON
BF_NORMAL: Trigger on normal attacks
BF_SKILL:  Trigger on skills
default:   If the attack type is BF_WEAPON (only) BF_NORMAL is used,
otherwise BF_SKILL+BF_NORMAL is used.
autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
specialeffect2 Command
specialeffect2
Signature:
specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
Description:
This command behaves identically to 'specialeffect', but the effect will be centered on the invoking character's sprite. <Player name> parameter will display <effect number> on another Player than the one currently attached to the script. Like with specialeffect, when specifying a player, <send_target> must be supplied, specifying AREA will retain the default behavior of the command.
heal Command
heal
Signature:
heal <hp>,<sp>{,<char_id>};
Description:
This command will heal a set amount of HP and/or SP on the invoking character. character and produces no other output whatsoever.
Example:
heal 30000,0; // This will heal 30,000 HP
heal 0,30000; // This will heal 30,000 SP
heal 300,300; // This will heal 300 HP and 300 SP
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

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Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Weapon 3 Yes 3 Not specified Details

Not specified