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ID #28717 Weapon

Valkyrie Knife [4]

Buy Price: N/A Sell Price: N/A
A noble knife of Valkyrie.
It seems that even weak people can be treated.
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MATK +50
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When equipped by Novice:
ATK +100
MATK +150
MaxHP +300
MaxSP +300
Decreases SP Consumption by 5%.
Indestructible in battle

For each Refine Level:
INT +2
DEX +2
MaxHP +200
MaxSP +20
MATK +15
Critical +7
Increases Attack Speed (decreases After Attack Delay by 10%).
Increases Critical Damage by 1%.

For each Refine Level:
For each 10 base DEX:
Dex -1

Refine Level +7:
Decreases damage taken from Demi-Human race by 10%.
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When equipped by Mage:
For each Refine Level:
MaxHP +200
MaxSP +20

Refine Level +7:
Decreases damage taken from Demi-Human race by 10%.
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When equipped by Hunter:
MaxHP +200
Decreases SP Consumption by 5%.

For each Refine Level:
INT +2
DEX +2
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When equipped by Bard and Dancer:
ATK +100
Indestructible in battle

For each Refine Level:
Increases Attack Speed (decreases After Attack Delay by 10%).

For each Refine Level:
For each 10 base DEX:
DEX -1
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When equipped by Thief:
MATK +150
MaxSP +100

For each Refine Level:
Increases Critical Damage by 1%.
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Type: Dagger
Attack: 50
Weight: 10
Weapon Level: 4
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Requirement:
Base Level 70
Novice, Swordsman, Magician, Archer, Merchant, Thief, Soul Linker and Ninja

Equipment Slots

Head (Top)
Head (Lower)
Left Hand
Garment
Accessory 1
Head (Mid)
Body Armor
Right Hand
Shoes
Accessory 2

Basic Information

Weapon
100
1

Job Requirements

Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes

Requirements

4
70

Scripts

.@r = getrefine(); .@b = readparam(bDex)/10; if (BaseClass == Job_Novice) { bonus bMaxHP,300+(200*.@r); bonus bMaxSP,300+(20*.@r); bonus bBaseAtk,100; bonus bMatk,150+(15*.@r); bonus bUseSPrate,-5; bonus bUnbreakableWeapon; bonus bInt,2*.@r; bonus bDex,(2*.@r)-(.@r*.@b); bonus bCritical,7*.@r; bonus bAspdRate,10*.@r; bonus bCritAtkRate,.@r; } if (BaseClass == Job_Thief) { bonus bMaxSP,100; bonus bMatk,150; bonus bCritAtkRate,.@r; } if (BaseClass == Job_Mage) { bonus bMaxHP,200*.@r; bonus bMaxSP,20*.@r; } if (BaseJob == Job_Hunter) { bonus bMaxHP,200; bonus bUseSPrate,-5; bonus bInt,2*.@r; bonus bDex,2*.@r; } if (BaseJob == Job_Bard || BaseJob == Job_Dancer) { bonus bBaseAtk,100; bonus bAspdRate,10*.@r; bonus bUnbreakableWeapon; bonus bDex,-1*(.@r*.@b); } if (.@r>=7 && (BaseClass == Job_Novice || BaseJob == Job_Mage)) { bonus2 bSubRace,RC_DemiHuman,10; }
.@r = getrefine();
.@b = readparam(bDex)/10;
if (BaseClass == Job_Novice) {
   bonus bMaxHP,300+(200*.@r);
   bonus bMaxSP,300+(20*.@r);
   bonus bBaseAtk,100;
   bonus bMatk,150+(15*.@r);
   bonus bUseSPrate,-5;
   bonus bUnbreakableWeapon;
   bonus bInt,2*.@r;
   bonus bDex,(2*.@r)-(.@r*.@b);
   bonus bCritical,7*.@r;
   bonus bAspdRate,10*.@r;
   bonus bCritAtkRate,.@r;
}
if (BaseClass == Job_Thief) {
   bonus bMaxSP,100;
   bonus bMatk,150;
   bonus bCritAtkRate,.@r;
}
if (BaseClass == Job_Mage) {
   bonus bMaxHP,200*.@r;
   bonus bMaxSP,20*.@r;
}
if (BaseJob == Job_Hunter) {
   bonus bMaxHP,200;
   bonus bUseSPrate,-5;
   bonus bInt,2*.@r;
   bonus bDex,2*.@r;
}
if (BaseJob == Job_Bard || BaseJob == Job_Dancer) {
   bonus bBaseAtk,100;
   bonus bAspdRate,10*.@r;
   bonus bUnbreakableWeapon;
   bonus bDex,-1*(.@r*.@b);
}
if (.@r>=7 && (BaseClass == Job_Novice || BaseJob == Job_Mage)) {
   bonus2 bSubRace,RC_DemiHuman,10;
}
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