
RENEWAL / ITEMS
Illusion Hunter Bow [2]
#18174Weapon
Hunter_Bow_IL
Item stats
- ATK
- 165
- Slots
- 2
- Weight
- 150
- Weapon level
- 4
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- Bow
- Equipment position
- Weapon (Two-Handed)
- Gender
- Both
- Required level
- 120+
- Jobs
- Hunter
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Illusion Hunter Bow description & effects
When equipped with Hunting Arrow, increase long ranged physical damage by 50%.
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For every refine level, CRI + 1.
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When refined to +7 or higher, ASPD + 10%.
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When refined to +9 or higher, increase critical damage by 15%.
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When refined to +11 or higher, increase physical damage against Insect and Brute race monsters by 30%.
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Set Bonus:
Illusion Hunter Bow [2]
Illusion Boots [1]
ATK + 10%.
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When each piece of equipment in the set is refined to +7 or higher, ASPD + 2.
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When the total sum of refine is 18 or higher, increase critical damage by 10%.
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When the total sum of refine is 22 or higher, when dealing normal long ranged physical damage, there's a chance to activate Hunter's Sight for 10 seconds.
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[Hunter's Sight]
ATK + 100.
Increase critical damage by 15%.
Increase physical damage against Insect and Brute race monsters by 50%.
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Type : Bow
Attack : 165
Weight : 150
Weapon Level : 4
Required Level : 120
Class : Ranger
Item effect script
.@r = getrefine();
bonus bCritical,.@r;
if (.@r >= 7) {
bonus bAspdRate,10;
if (.@r >= 9) {
bonus bCritAtkRate,15;
if (.@r >= 11) {
bonus2 bAddRace,RC_Insect,30;
bonus2 bAddRace,RC_Brute,30;
}
}
}
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Build an outfit with this itemEquipment sets
Set 1
Set effect
bonus bLongAtkRate,50;
Set 2
Set effect
.@weapon = getequiprefinerycnt(EQI_HAND_R);
.@eq = getequiprefinerycnt(EQI_SHOES);
bonus bAtkRate,10;
if (.@weapon >= 7 && .@eq >= 7) {
bonus bAspd,2;
}
if ((.@weapon + .@eq) >= 18) {
bonus bCritAtkRate,10;
}
if ((.@weapon + .@eq) >= 22) {
autobonus "{ bonus bBaseAtk,100; bonus bCritAtkRate,15; bonus2 bAddRace,RC_Insect,50; bonus2 bAddRace,RC_Brute,50; bonus2 bAddRace,RC_Player_Doram,50; }",20,10000,BF_LONG|BF_WEAPON|BF_NORMAL; /* fix me: unknown rates */
}
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bCriticalLong,30;
if (.@r>=7) {
bonus bCritAtkRate,10;
bonus2 bSkillCooldown,"RA_AIMEDBOLT",-1000;
if (.@r>=9) {
bonus2 bSkillAtk,"SN_SHARPSHOOTING",35;
bonus2 bSkillAtk,"RA_AIMEDBOLT",35;
if (.@r>=11) {
bonus bDelayrate,-10;
}
}
}
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bCriticalLong,30;
if (.@r>=7) {
bonus bCritAtkRate,10;
bonus2 bSkillCooldown,"RA_AIMEDBOLT",-1000;
if (.@r>=9) {
bonus2 bSkillAtk,"RA_AIMEDBOLT",35;
bonus2 bSkillAtk,"SN_SHARPSHOOTING",35;
if (.@r>=11) {
bonus bVariableCastrate,-10;
}
}
}











