
RENEWAL / ITEMS
Glorious Morning Star
#1546Weapon
Krieger_Onehand_Mace1
View Glorious Morning Star in Pre-Renewal
Item stats
- ATK
- 130
- Weight
- 0
- Weapon level
- 4
- Buy price
- 20 z
- Sell price
- 10 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- Mace
- Equipment position
- Weapon
- Gender
- Both
- Required level
- 80+
- Jobs
- Acolyte, Alchemist, Blacksmith, Crusader, Knight, Merchant, Monk, Novice, Priest, Super Novice, Swordman
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- Restricted: Dropping, Trading, Cart storage, Storage, Guild storage, Mail, Auction
Glorious Morning Star description & effects
A weapon that has been designed specifically for battles against humans.
Account Bound
Class: Mace
Attack: 130
Property: Neutral
Weight: 0
Weapon Level: 4
Requires Level: 80
Usable By: Novice Jobs, Swordman Jobs, Merchant Jobs, Acolyte Jobs
Increases physical damage on Demi-Human race targets by 75%.
Bypass 25% of hard defense of Demi-Human race targets when performing a physical attack.
Increases physical damage on Human Player race targets by 75%.
Bypass 25% of hard defense of Human Player race targets when performing a physical attack.
This item is indestructible in battle.
If upgrade level is +6 or higher,
Aspd + 5%
Bypass an additional 5% of hard defense of Demi-Human race targets when performing a physical attack.
Bypass an additional 5% of hard defense of Human Player race targets when performing a physical attack.
Enables Level 1 Slaughter.
If upgrade level is +9 or higher,
Additional Aspd + 5%
Adds a 20% chance of inflicting Stun on the target when performing a physical attack.
Item effect script
bonus2 bAddRace,RC_DemiHuman,75;
bonus2 bAddRace,RC_Player_Human,75;
bonus2 bIgnoreDefRaceRate,RC_DemiHuman,20;
bonus2 bIgnoreDefRaceRate,RC_Player_Human,20;
bonus bUnbreakableWeapon;
.@r = getrefine();
if (.@r>5) {
bonus2 bAddRace,RC_DemiHuman,pow(min(14,.@r)-4,2);
bonus2 bAddRace,RC_Player_Human,pow(min(14,.@r)-4,2);
bonus2 bIgnoreDefRaceRate,RC_DemiHuman,5;
bonus2 bIgnoreDefRaceRate,RC_Player_Human,5;
bonus bAspdRate,5;
}
if (.@r>8) {
bonus2 bAddEff,Eff_Stun,2000;
bonus bAspdRate,5;
}
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