Item Details

Patent Blessed Knife [2] ( Up_Blessed_Knife )

ID 510071 Patent Blessed Knife [2]
Patent Blessed Knife [2] Buy Price: zeny Sell Price: 0 zeny Weight: 120 Slots: 2
Type: Weapon item. Sub Type: Dagger Gender: Both Locations: Weapon
Attack: 210 Magic Attack: Not specified Range: 1 Defense: Not specified
Weapon Level: 4 Armor Level: Not specified Min. Equip Level: 150 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

Arma purificada dos poderes ancestrais e que agora emana energia mais jovem.
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A cada 2 refinos:
ATQ +15.
A cada 3 refinos:
Dano de [Apunhalar] +25%.
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Refino +7 ou mais:
Habilita [Ofensiva Fatal] nv.10.
Dano físico contra todas as propriedades +15%.
Refino +9 ou mais:
Velocidade de ataque +10%.
Dano de [Ofensiva Fatal] +10%.
Refino +11 ou mais:
Pós-conjuração -5%.
Dano físico corpo a corpo +15%.
--------------------------
Conjunto
[Botas Primordiais]
FOR +10.
Dano físico corpo a corpo +5% adicional.
--------------------------
Tipo: Adaga
ATQ: 210 ATQM: 0
Peso: 120
Nível da arma: 4
Nível necessário: 150
Classes: Superaprendizes e evoluções

Per 2 tingkat tempa:
ATK +15
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Per 3 tingkat tempa:
Backstab damage +25%
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Jika tingkat tempa +7 atau lebih
Damage fisik ke semua element musuh +15%,
Dapat menggunakan skill Fatal Menace Lv 10
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Jika tingkat tempa +9 atau lebih
ASPD +10%
Fatal Menace damage +10%
------------------------
Jika tingkat tempa +11 atau lebih
After Cast-delay -5%,
Damage serangan fisik jarak-dekat +15%
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Set bonus
Patent Blessed Knife [2]
Great Hero's Boots [1]

STR +10,
Damage serangan fisik jarak-dekat +5%
------------------------
Jenis : Dagger
ATK : 210
Berat : 120
Weapon Lv : 4
Syarat Lv : 150
Job : Novice Class

A knife used by Bravery heroes in the past.
It is said that only angels who are blessed and protected by angels can use it.
The power of ancient times has gathered and started to show off their original abilities.
It seems to resonate with the boots of the great hero.

ATK + 15 per 2 refine rates.
Increase damage of Back Stab by 25% per 3 refine rates.
When refined to +7 or higher, increase physical damage to all property enemies by 15%, can cast Fatal Menace slv10.
When refined to +9 or higher, reduce delay after attack by 10%, increase damage of Fatal Menace by 10%.
When refined to +11 or higher, reduce global cooltime by 5%, increase melee physical damage by 15%.
When equipped with Great Hero's Boots, STR + 10, increase melee physical damage by 5%.
Type : Knife Attack : 210
Weight : 120
Weapon Level : 4
Required Level : 150
Class : NoviceType

A combat dagger that belonged to an ancient hero.
They say that it was forged by an Angel smith in a heavenly forge and serves only those whose souls are pure and whose thoughts are noble.
The weapon's former power is restored making it as dangerous as many centuries ago.
It seems to be mystically connected to Ancient Hero Boots.

ATK +15 for every 2 refine levels.
Back Stab damage +25% for every 3 refine levels.
If refined to +7 or higher, physical damage inflicted on enemies of any property +15%, Fatal Menace (Lv. 10) can be used.
If refine rate is +9 or higher, ASPD increases (Attack Delay -10%), Fatal Menace damage +10%.
If refine rate is +11 or higher, short-ranged physical damage +15%, cooldown of all skills -5%.
If equipped with Ancient Hero Boots, STR +10, short-ranged physical damage +5%.
Weight: 120
Weapon level: 4
Required Level: 150
Jobs: Novice and subclasses

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
.@r = getrefine();
bonus bBaseAtk,15*(.@r/2);
bonus2 bSkillAtk,"RG_BACKSTAP",25*(.@r/3);
if (.@r>=7) {
   skill "SC_FATALMENACE",10;
   bonus2 bAddEle,Ele_All,15;
   if (.@r>=9) {
      bonus bAspdRate,10;
      bonus2 bSkillAtk,"SC_FATALMENACE",10;
      if (.@r>=11) {
         bonus bShortAtkRate,15;
         bonus bDelayrate,-5;
      }
   }
}
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
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;
bAddEle Item Bonus
bAddEle
Signature:
bonus3 bAddEle,e,x,bf;
Description:
+x% physical damage against element e with trigger criteria bf
bAspdRate Item Bonus
bAspdRate
Signature:
bonus bAspdRate,n;
Description:
Attack speed + n%
bShortAtkRate Item Bonus
bShortAtkRate
Signature:
bonus bShortAtkRate,n;
Description:
Increases damage of short ranged attacks by n%
bDelayrate Item Bonus
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
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

ID Trigger Item Base Items Materials Roles Details
#12 Weapon Modification Box (Lower) 37 111 rodatabase.base_item Details
#13 Weapon Modification Box (Middle) 37 111 rodatabase.base_item Details
#14 Weapon Modification Box (Upper) 37 148 rodatabase.base_item Details
#15 Ancient Hero's Release Cube 38 0 Result Item Details
#31 Hero's Weapon Modification Box VI 12 0 rodatabase.base_item Details
#79 +11 Ancient Hero Armor Opening Cube 38 0 Result Item Details
Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Weapon 4 Yes 4 Not specified Details

Not specified