
RENEWAL / ITEMS
Illusion Immaterial Sword [2]
#13469Weapon
Immaterial_Sword_IL
Item stats
- ATK
- 180
- Slots
- 2
- Weight
- 90
- Weapon level
- 4
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- One-Handed Sword
- Equipment position
- Weapon
- Gender
- Both
- Required level
- 120+
- Jobs
- Alchemist, Assassin, Blacksmith, Crusader, Knight, Merchant, Rogue, Swordman, Thief
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Illusion Immaterial Sword description & effects
A sword with an intangible blade that seems to have no form but has no shape.
Attack the spirit of the subject and destroy it.
Unbreakable.
Drains 1 SP when dealing normal physical attacks.
Has an 8% chance to drain 30% SP from an enemy when dealing physical attacks.
The chance increases by 2% per refine rate.
If the refine rate is 12 or higher, the drain effect is increased in 20%.
If Rogue Classes equip this item, player can get additional effect below.
If equipped with Illusion Ancient Cape,
MATK + 100.
If the refine rate of both is 7 or higher, additional MATK + 50.
If the sum of their refine rates is 18 or higher,
has a chance of auto casting Bolt-type spells when dealing physical damage.
If the sum of their refine rates is 22 or higher, has a chance to increase the damage of Storm Gust, Meteor Storm, Lord of Vermilion and Heaven's Drive by 30% for 10 seconds, when dealing physical damage.
Type : Sword Attack : 180
Weight : 90 Property : Ghost
Weapon Level : 4
Required Level : 120
Jobs : Swordman Classes, Thief classes, Merchant classes.
Item effect script
.@r = getrefine();
bonus bSPDrainValue,-1;
bonus bUnbreakableWeapon;
if (.@r >= 12) {
.@val = 20;
}
bonus2 bSPVanishRate,(80+(20*.@r)),(30+.@val);
bonus bAtkEle,Ele_Ghost;
TRY IT ON
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Some additional particle effects use the game client’s internal renderer and are not included in this preview.
Build an outfit with this itemEquipment sets
Set 1
Set effect
if (BaseJob == Job_Rogue) {
.@weapon = getequiprefinerycnt(EQI_HAND_R);
.@eq = getequiprefinerycnt(EQI_GARMENT);
.@val = 100;
if (.@weapon >= 7 && .@eq >= 7) {
.@val += 50;
}
bonus bMatk,.@val;
if ((.@weapon + .@eq) >= 18) {
bonus3 bAutoSpell,"MG_COLDBOLT",3,50;
bonus3 bAutoSpell,"MG_FIREBOLT",3,50;
bonus3 bAutoSpell,"MG_LIGHTNINGBOLT",3,50; /* fix me: unknown skill lvl/rates */
}
if ((.@weapon + .@eq) >= 22) {
autobonus "{ bonus2 bSkillAtk,\"WZ_STORMGUST\",30; bonus2 bSkillAtk,\"WZ_METEOR\",30; bonus2 bSkillAtk,\"WZ_VERMILION\",30; bonus2 bSkillAtk,\"WZ_HEAVENDRIVE\",30; }",20,10000; /* fix me: unknown rate/specialeffect (if any) */
}
}








