
RENEWAL / ITEMS
Rutilus Stick-OS [2]
#26151Weapon
Rutilus_Stick_OS
Item stats
- ATK
- 80
- MATK
- 175
- Slots
- 2
- Weight
- 90
- Weapon level
- 4
- Buy price
- 20 z
- Sell price
- 10 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- One-Handed Staff
- Equipment position
- Weapon
- Gender
- Both
- Required level
- 130+
- Jobs
- Novice, Mage, Acolyte, Priest, Wizard, Monk, Sage, Super Novice, Soul Linker
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Rutilus Stick-OS description & effects
A staff equipped with a luminous red orb.
Class: One-Handed Staff
Attack: 80
Weight: 90
Weapon Level: 4
Requires Level: 130
Usable By: Novice, Acolyte, Mage, Soul Linker
This item is indestructible in battle.
MATK +175
Magic damage +5% on Neutral and Earth enemies.
If upgrade level is +7 or higher,
Reduces the variable casting time of skills by 7%.
If upgrade level is +9 or higher,
Magic attacks create a chance of increasing Fire Magic damage by 30% for 10 seconds.
If upgrade level is +11 or higher,
Reduces the global delay of skills by 10%.
Item effect script
.@r = getrefine();
bonus bUnbreakableWeapon;
bonus2 bMagicAddEle,Ele_Neutral,5;
bonus2 bMagicAddEle,Ele_Earth,5;
if (.@r >= 7) {
bonus bVariableCastrate,-7;
if (.@r >= 9) {
autobonus "{ bonus2 bMagicAtkEle,Ele_Fire,30; }",40,10000,BF_MAGIC,"{ specialeffect2 255; }";
if (.@r >= 11) {
bonus bDelayrate,-10;
}
}
}
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The preview shows appearance; equipment requirements are listed in the item details.
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
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bMatk,30;
bonus2 bSkillAtk,"WL_COMET",5*(.@r/2);
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bMatk,30;
bonus2 bSkillAtk,"WL_COMET",5*(.@r/2);
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bMatk,30;
bonus2 bSkillAtk,"SP_SPA",4*(.@r/2);
bonus2 bSkillAtk,"SP_SWHOO",4*(.@r/2);
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bMatk,30;
bonus2 bSkillAtk,"SP_SPA",4*(.@r/2);
bonus2 bSkillAtk,"SP_SWHOO",4*(.@r/2);
Set 5
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bMatk,30;
bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",3*(.@r_weapon/2);
Set 6
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bMatk,30;
bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",3*(.@r_weapon/2);
Set 7
Set effect
bonus bBaseAtk,200;
bonus bMatk,200;
Set 8
Set effect
bonus bBaseAtk,200;
bonus bMatk,200;
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_Fire,10;
bonus2 bMagicAtkEle,Ele_Dark,10;
bonus2 bSkillAtk,"WL_HELLINFERNO",20*(.@r/4);
if (.@r>=12) {
bonus2 bSkillCooldown,"WL_HELLINFERNO",-1000;
bonus2 bSkillCooldown,"WL_CRIMSONROCK",-1000;
}
Set 10
Set effect
skill "WL_CRIMSONROCK",5;
bonus2 bMagicAtkEle,Ele_Fire,3*(getequiprefinerycnt(EQI_HAND_R)/2);













