ID #570028
Weapon
Precision Lute [2]
Buy Price: N/A
Sell Price: N/A
A lute equipped with unholy energy concentrated on the clock tower parts.
It is more difficult to handle than the existing Scrap Lute.
_______________________
For each 2 Refine Levels:
Increases damage of Rose Blossom and Rhythm Shooting by 7%.
_______________________
For each 3 Refine Levels:
Increases damage of Severe Rainstorm by 10%.
_______________________
For each 4 Refine Levels:
Increases Melee Physical Damage by 4%.
_______________________
[Bonus by Grade]
[Grade D]: CON +2.
[Grade C]: Damage of Rose Blossom and Rhythm Shooting +10%.
[Grade B]: P.ATK +2.
_______________________
Type: Musical Instrument
Attack: 220
Weight: 140
Weapon Level: 5
_______________________
Requirement:
Base Level 220
Troubadour
It is more difficult to handle than the existing Scrap Lute.
_______________________
For each 2 Refine Levels:
Increases damage of Rose Blossom and Rhythm Shooting by 7%.
_______________________
For each 3 Refine Levels:
Increases damage of Severe Rainstorm by 10%.
_______________________
For each 4 Refine Levels:
Increases Melee Physical Damage by 4%.
_______________________
[Bonus by Grade]
[Grade D]: CON +2.
[Grade C]: Damage of Rose Blossom and Rhythm Shooting +10%.
[Grade B]: P.ATK +2.
_______________________
Type: Musical Instrument
Attack: 220
Weight: 140
Weapon Level: 5
_______________________
Requirement:
Base Level 220
Troubadour
Equipment Reform
Available through the reform system Clock_Tower_W_Hammer
- Blacksmith Blessing × 14
Available through the reform system Plus7_Refine_NPC
Equipment Slots
Head (Top)
Head (Lower)
Left Hand
Garment
Accessory 1
Head (Mid)
Body Armor
Right Hand
Shoes
Accessory 2
Basic Information
Type
Weapon
Weight
1400
Range
1
Acquisition method
Equipment reform
Job Requirements
Bard/Dancer
Yes
Requirements
Weapon Level
5
Min Level
220
Gender
Male
Scripts
Script .@g = getenchantgrade(); .@r = getrefine(); bonus2 bSkillAtk,"TR_ROSEBLOSSOM",7*(.@r/2); bonus2 bSkillAtk,"TR_ROSEBLOSSOM_ATK",7*(.@r/2); bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",7*(.@r/2); bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r/3); bonus bLongAtkRate,4*(.@r/4); if (.@g >= ENCHANTGRADE_D) { bonus bCon,2; if (.@g >= ENCHANTGRADE_C) { bonus2 bSkillAtk,"TR_ROSEBLOSSOM",10; bonus2 bSkillAtk,"TR_ROSEBLOSSOM_ATK",10; bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",10; if (.@g >= ENCHANTGRADE_B) { bonus bPAtk,2; } } }
.@g = getenchantgrade();
.@r = getrefine();
bonus2 bSkillAtk,"TR_ROSEBLOSSOM",7*(.@r/2);
bonus2 bSkillAtk,"TR_ROSEBLOSSOM_ATK",7*(.@r/2);
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",7*(.@r/2);
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r/3);
bonus bLongAtkRate,4*(.@r/4);
if (.@g >= ENCHANTGRADE_D) {
bonus bCon,2;
if (.@g >= ENCHANTGRADE_C) {
bonus2 bSkillAtk,"TR_ROSEBLOSSOM",10;
bonus2 bSkillAtk,"TR_ROSEBLOSSOM_ATK",10;
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",10;
if (.@g >= ENCHANTGRADE_B) {
bonus bPAtk,2;
}
}
}