ID #810027
Weapon
Last Dawn [2]
Buy Price: N/A
Sell Price: N/A
A rifle that does not lose its luster until the final battle.
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ATK +5%, CON +2
Increases damage of Spiral Shooting by 5%.
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Refine Level +5:
Increases damage of Spiral Shooting 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 Spiral Shooting by additional 10%.
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Refine Level +10:
Critical +10
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Refine Level +11:
Increases damage of Spiral Shooting by additional 5%.
Increases damage of Only One Bullet 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: Rifle
Attack: 265
Weight: 170
Weapon Level: 5
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Requirement:
Base Level 215
Night Watch
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ATK +5%, CON +2
Increases damage of Spiral Shooting by 5%.
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Refine Level +5:
Increases damage of Spiral Shooting 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 Spiral Shooting by additional 10%.
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Refine Level +10:
Critical +10
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Refine Level +11:
Increases damage of Spiral Shooting by additional 5%.
Increases damage of Only One Bullet 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: Rifle
Attack: 265
Weight: 170
Weapon Level: 5
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Requirement:
Base Level 215
Night Watch
Equipment Reform
Available through the reform system Justice_Weapon_Hammer
- Blacksmith Blessing × 14
Available through the reform system Plus7_Refine_NPC
Basic Information
Type
Weapon
Weight
2400
Range
9
Acquisition method
Equipment reform
Requirements
Weapon Level
5
Min Level
215
Scripts
Script .@g = getenchantgrade(); .@r = getrefine(); bonus bAtkRate,5; bonus bCon,2; bonus2 bSkillAtk,"NW_SPIRAL_SHOOTING",5; if (.@r>=5) { bonus2 bSkillAtk,"NW_SPIRAL_SHOOTING",10; if (.@r>=7) { bonus bLongAtkRate,5; if (.@r>=9) { bonus2 bSkillAtk,"NW_SPIRAL_SHOOTING",10; if (.@r>=10) { bonus bCritical,10; if (.@r>=11) { bonus2 bSkillAtk,"NW_ONLY_ONE_BULLET",15; bonus2 bSkillAtk,"NW_SPIRAL_SHOOTING",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,"NW_SPIRAL_SHOOTING",5;
if (.@r>=5) {
bonus2 bSkillAtk,"NW_SPIRAL_SHOOTING",10;
if (.@r>=7) {
bonus bLongAtkRate,5;
if (.@r>=9) {
bonus2 bSkillAtk,"NW_SPIRAL_SHOOTING",10;
if (.@r>=10) {
bonus bCritical,10;
if (.@r>=11) {
bonus2 bSkillAtk,"NW_ONLY_ONE_BULLET",15;
bonus2 bSkillAtk,"NW_SPIRAL_SHOOTING",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;
}
}
}
}