ID #700066
Weapon
Dark Angel Ray Bow [2]
Buy Price: N/A
Sell Price: N/A
A bow used by a fallen angel.
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ATK +5%, CON +2
Increases damage of Chain Reaction Shot by 5%.
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Refine Level +5:
Increases damage of Chain Reaction Shot by additional 10%.
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Refine Level +7:
Increases Ranged Physical Damage by 5%.
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Refine Level +9:
Increases damage of Chain Reaction Shot by additional 10%.
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Refine Level +10:
Critical +10
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Refine Level +11:
Increases damage of Chain Reaction Shot by additional 5%.
Increases damage of Frenzy Shot by 15%.
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[Bonus by Grade]
[Grade D]: Ranged Physical Damage +10%.
[Grade C]: Physical Damage against enemies of every size +10%.
[Grade B]: Physical Damage against enemies of every race +10%.
[Grade A]: Physical Damage against enemies of every element +10%.
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Type: Bow
Attack: 280
Weight: 150
Weapon Level: 5
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Requirement:
Base Level 215
Abyss Chaser
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ATK +5%, CON +2
Increases damage of Chain Reaction Shot by 5%.
_______________________
Refine Level +5:
Increases damage of Chain Reaction Shot by additional 10%.
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Refine Level +7:
Increases Ranged Physical Damage by 5%.
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Refine Level +9:
Increases damage of Chain Reaction Shot by additional 10%.
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Refine Level +10:
Critical +10
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Refine Level +11:
Increases damage of Chain Reaction Shot by additional 5%.
Increases damage of Frenzy Shot by 15%.
_______________________
[Bonus by Grade]
[Grade D]: Ranged Physical Damage +10%.
[Grade C]: Physical Damage against enemies of every size +10%.
[Grade B]: Physical Damage against enemies of every race +10%.
[Grade A]: Physical Damage against enemies of every element +10%.
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Type: Bow
Attack: 280
Weight: 150
Weapon Level: 5
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Requirement:
Base Level 215
Abyss Chaser
Equipment Reform
Available through the reform system Injustice_Weapon_Hammer
- Blacksmith Blessing × 14
Available through the reform system Plus7_Refine_NPC
Basic Information
Type
Weapon
Weight
1500
Range
5
Acquisition method
Equipment reform
Job Requirements
Rogue
Yes
Requirements
Weapon Level
5
Min Level
215
Scripts
Script .@g = getenchantgrade(); .@r = getrefine(); bonus bAtkRate,5; bonus bCon,2; bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",5; bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",5; if (.@r>=5) { bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",10; bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",10; if (.@r>=7) { bonus bLongAtkRate,5; if (.@r>=9) { bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",10; bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",10; if (.@r>=10) { bonus bCritical,10; if (.@r>=11) { bonus2 bSkillAtk,"ABC_FRENZY_SHOT",15; bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",5; bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",5; } } } } } if (.@g>=ENCHANTGRADE_D) { bonus bLongAtkRate,10; if (.@g>=ENCHANTGRADE_C) { bonus2 bAddSize,Size_All,10; if (.@g>=ENCHANTGRADE_B) { bonus2 bAddRace,RC_All,10; if (.@g>=ENCHANTGRADE_A) { bonus2 bAddEle,Ele_All,10; } } } }
.@g = getenchantgrade();
.@r = getrefine();
bonus bAtkRate,5;
bonus bCon,2;
bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",5;
bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",5;
if (.@r>=5) {
bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",10;
bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",10;
if (.@r>=7) {
bonus bLongAtkRate,5;
if (.@r>=9) {
bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",10;
bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",10;
if (.@r>=10) {
bonus bCritical,10;
if (.@r>=11) {
bonus2 bSkillAtk,"ABC_FRENZY_SHOT",15;
bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",5;
bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",5;
}
}
}
}
}
if (.@g>=ENCHANTGRADE_D) {
bonus bLongAtkRate,10;
if (.@g>=ENCHANTGRADE_C) {
bonus2 bAddSize,Size_All,10;
if (.@g>=ENCHANTGRADE_B) {
bonus2 bAddRace,RC_All,10;
if (.@g>=ENCHANTGRADE_A) {
bonus2 bAddEle,Ele_All,10;
}
}
}
}