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Retribution Wings: Difference between revisions

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bonus2(bSkillAtk, CR_ACIDDEMONSTRATION, -10);
bonus2(bSkillAtk, CR_ACIDDEMONSTRATION, -10);
bonus2(bSkillAtk, LK_SPIRALPIERCE, -10);
bonus2(bSkillAtk, LK_SPIRALPIERCE, -10);
if (BaseJob == Job_Mage || BaseJob == Job_Priest ||
if (BaseJob == Job_Mage ||  
BaseJob==Job_Merchant || Class == Job_Gunslinger ||
BaseJob == Job_Priest ||
BaseJob == Job_Hunter || Class == Job_Soul_Linker ||
BaseJob==Job_Merchant ||  
Class == Job_Gunslinger ||
BaseJob == Job_Hunter ||  
Class == Job_Soul_Linker ||
Class == Job_Super_Novice)
Class == Job_Super_Novice)
bonus2(bSubRace, RC_DemiPlayer, 15);
bonus2(bSubRace, RC_DemiPlayer, 15);
else if (BaseJob == Job_Crusader || BaseJob == Job_Rogue ||
else if (BaseJob == Job_Crusader ||
Class == Job_Star_Gladiator)
BaseJob == Job_Rogue ||
Class == Job_Star_Gladiator)
bonus2(bSubRace, RC_DemiPlayer, 10);
bonus2(bSubRace, RC_DemiPlayer, 10);
else if (BaseJob == Job_Monk || BaseJob == Job_Bard ||
else if (BaseJob == Job_Monk ||
BaseJob == Job_Dancer || BaseJob == Job_Knight ||
BaseJob == Job_Bard ||
BaseJob == Job_Assassin || Class==Job_Ninja)
BaseJob == Job_Dancer ||
BaseJob == Job_Knight ||
BaseJob == Job_Assassin ||
Class==Job_Ninja)
bonus2(bSubRace, RC_DemiPlayer, 7);
bonus2(bSubRace, RC_DemiPlayer, 7);
else
else

Revision as of 17:26, 5 July 2018

King Martin
Generic
King Martin
Generic

Retribution Wings [17128]

Description Retribution or Revenge?

With these wings you can avenge the loss of your heart, for you will never be apart.
Reduce damage from Demihuman monsters by 10%
Lose DEF at an amount equal to half the refine rate.

[Refine Rate 7]
Maximum HP + 5%

[Refine Rate 8]
Reduce an additional 1% damage from Demihuman monsters.

[Refine Rate 9]
Additional Maximum HP + 5%

[Refine Rate 10]
Reduce an additional 1% damage from Demihuman monsters.

How to Obtain
Item Class Lower Headgear
Weight 150
Slots 1
Defense 4
Applicable Jobs
  • Every Job
Item Script
if (checkbroclassic() >= 2) {
	bonus(bInt, 1);
	bonus(bVit, 1);
	bonus(bMatkRate, -10);
	bonus(bAtkRate, -10);
	bonus2(bSkillAtk, ASC_BREAKER, -5);
	bonus2(bSkillAtk, CR_ACIDDEMONSTRATION, -10);
	bonus2(bSkillAtk, LK_SPIRALPIERCE, -10);
	if (BaseJob == Job_Mage || 
	BaseJob == Job_Priest ||
	BaseJob==Job_Merchant || 
	Class == Job_Gunslinger ||
	BaseJob == Job_Hunter || 
	Class == Job_Soul_Linker ||
	Class == Job_Super_Novice)
		bonus2(bSubRace, RC_DemiPlayer, 15);
	else if (BaseJob == Job_Crusader ||
		 BaseJob == Job_Rogue ||
		Class == Job_Star_Gladiator)
		bonus2(bSubRace, RC_DemiPlayer, 10);
	else if (BaseJob == Job_Monk ||
		 BaseJob == Job_Bard ||
		 BaseJob == Job_Dancer ||
		 BaseJob == Job_Knight ||
		 BaseJob == Job_Assassin ||
		 Class==Job_Ninja)
		bonus2(bSubRace, RC_DemiPlayer, 7);
	else
		bonus2(bSubRace, RC_DemiPlayer, 15);
}
else {
	bonus2(bSubRace, RC_DemiPlayer, 10);
	bonus(bDef, (-1 * getrefine() / 2));
	if (getrefine() >= 7)
		bonus(bMaxHPrate, 5);
	if (getrefine() >= 8)
		bonus2(bSubRace, RC_DemiPlayer, 1);
	if (getrefine() >= 9)
		bonus(bMaxHPrate, 5);
	if (getrefine() >= 10)
		bonus2(bSubRace, RC_DemiPlayer, 1);
}