Item Details

Shadow Ring [1] ( Shadow_Ring )

ID 28379 Shadow Ring [1]
Shadow Ring [1] Buy Price: 20 zeny Sell Price: 10 zeny Weight: 10 Slots: 1
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Right_Accessory + Left_Accessory
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: Not specified
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 20 Max. Equip Level: Not specified
Refineable: Not specified Gradable: Not specified Element: Neutral Classes: Not specified

Adornado de espinhos e de uma linda esfera vermelha, ele é ainda mais poderoso nas mãos certas.
A cada nível de base:
Dano de [Apunhalar] +2%.
Ao realizar ataques físicos:
5% de chance de autoconjurar [Afanar] nv. 1 ou no nível aprendido.
Ao aprender [Ataque Surpresa] nv. 1:
Ao realizar ataques físicos, 0,3% de chance de infligir Atordoamento nos oponentes.
A cada nível aprendido de [Ataque Surpresa]:
Chance de infligir Atordoamento +0,3%.
Ao usar [Escapar]:
Ativa um [efeito] não cumulativo por 20 segundos.
Efeito:
A cada 3 níveis de base:
Dano de [Disparo Triplo] +1%.
Tipo: Acessório
DEF: 0 DEFM: 0
Peso: 10
Nível necessário: 20
Classes: Todas

Cincin Rogue legendaris yang ditemukan di Nightmare Biolab.
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Memberikan chance autocast Steal Coin Lv 1 saat melakukan serangan fisik.
Apabila pemain mempelajari Lv skill yang lebih tinggi, maka autocast lv tersebut.
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Setiap 1 base level,
Menambah damage Backstab sebesar 2%.
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Memberikan chance 1% Stun target saat melakukan serangan fisik jarak dekat per level Skill Sightless Mind.
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Memberikan 100% chance buff pemain saat menggunakan Urgent Escape:
Menambah damage Triangle Shot sebesar 1% tiap 3 base level selama 20 detik.
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Jenis : Accessory
Berat : 10
Syarat Lv : 20
Job : All Job

A ring worn by first-class rogues.
Class: Accessory
Weight: 10
Required Level: 20
Required Jobs: All Jobs
Adds a 5% chance of casting Level 1 Mug on the target when performing a physical attack, if a higher level of this skill is known, it will be cast instead.
Increases the damage of Back Stab by 2% for every base level.
Adds a 1% chance of inflicting Stun on the target when performing a short-ranged attack per level of Sightless Mind known.
Adds a 100% chance of buffing the user for 20 seconds when using Emergency Escape; Increases the damage of Triangle Shot by 1% for every 3 base levels.

A ring worn by first-class rogues.
Adds a 5% chance of casting Level 1 Mug on the target when performing a physical attack, if a higher level of this skill is known, it will be cast instead.
Increases the damage of Back Stab by 2% for every base level.
Adds a 1% chance of inflicting Stun on the target when performing a short-ranged attack per level of Sightless Mind known.
Adds a 100% chance of buffing the user for 20 seconds when using Urgent Escape; Increases the damage of Triangle Shot by 1% for every 3 base levels.
Class: Accessory
Weight: 10
Required Level: 20
Required 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
.@s = getskilllv("RG_STEALCOIN");
.@a = getskilllv("RG_RAID");
bonus3 bAutoSpell,"RG_STEALCOIN",min(1,.@s),50;
bonus2 bSkillAtk,"RG_BACKSTAP",2*BaseLevel;
bonus2 bAddEff,Eff_Stun,.@a*300;
autobonus3 "{ bonus2 bSkillAtk,\"SC_TRIANGLESHOT\",BaseLevel/3; }",1000,20000,"SC_ESCAPE";
Script References
getskilllv Command
getskilllv
Signature:
getskilllv(<skill id>)
getskilllv("<skill name>")
Description:
character has. If they don't have the skill, 0 will be returned. The full list of character skills is available in ''. There are two main uses for this function, it can check whether the character has a skill or not, and it can tell you if the level is high enough. Example 1: Example 2:
Example:
if (getskilllv(152))
mes "You have got the skill Throw Stone";
else
mes "You don't have Throw Stone";
close;
if (getskilllv(28) >= 5)
mes "Your heal lvl is 5 or more";
else if (getskilllv(28) == 10)
mes "Your heal lvl has been maxed";
else
mes "You heal skill is below lvl 5";
close;
bAutoSpell Item Bonus
bAutoSpell
Signature:
bonus5 bAutoSpell,sk,y,n,bf,i;
Description:
Adds a n/10% chance to cast skill sk of level y when attacking with trigger criteria bf
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
bAddEff Item Bonus
bAddEff
Signature:
bonus4 bAddEff,eff,n,atf,t;
Description:
Adds a n/100% chance to cause status eff for t milliseconds on the target when attacking
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; }";
Not specified
Script References

No documented script references were detected.

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Script References

No documented script references were detected.

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Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Armor 1 No Not specified 1 Details

Not specified