
RENEWAL / ITEMS
Illusion Gate Keeper DD [2]
#28244Weapon
Gate_KeeperDD_IL
Item stats
- ATK
- 240
- Slots
- 2
- Weight
- 130
- Weapon level
- 4
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- Shotgun
- Equipment position
- Weapon (Two-Handed)
- Gender
- Both
- Required level
- 120+
- Jobs
- Gunslinger, Rebellion
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Illusion Gate Keeper DD description & effects
A Gate Keeper made of oridecon.
It's durable enough to deflect bullets that hit it.
Splashes damage, DEX +1.
Increases long ranged physical damage by 5% per 2 refine rate.
If refine rate is 7 or higher, increases attack speed (reduces delay after attack by 15%).
If refine rate is 9 or higher, increases long ranged physical damage by additional 5%.
If refine rate is 11 or higher, when dealing long ranged physical damage, has a chance to auto-cast Spread Attack level 6.
(If user has higher level, that level will be auto-cast instead).
If equipped with Illusion Passion Hairband, ATK +10%.
If both Illusion Gate Keeper-DD and Passion Hairband are +7 or higher, ASPD +2.
If their combined upgrade levels are 18 or higher, Long-ranged Physical damage +10%.
If their combined upgrade levels are 22 or higher, Spread Shot damage +30%.
Class: Shotgun ATK: 240
Weight: 130
Weapon Level: 4
Required Level: 120
Job: Rebellion Classes
Item effect script
.@r = getrefine();
bonus bDex,1;
bonus bSplashRange,1;
.@val = 5*(.@r/2);
if (.@r >= 7) {
bonus bAspdRate,15;
if (.@r >= 9) {
.@val += 5;
if (.@r >= 11) {
bonus5 bAutoSpell,"GS_SPREADATTACK",max(6,getskilllv("GS_SPREADATTACK")),50,BF_LONG|BF_WEAPON,1;
}
}
}
bonus bLongAtkRate,.@val;
TRY IT ON
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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
.@weapon = getequiprefinerycnt(EQI_HAND_R);
.@eq = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,10;
if (.@weapon >= 7 && .@eq >= 7) {
bonus bAspd,2;
}
if ((.@weapon + .@eq) >= 18) {
bonus bLongAtkRate,10;
if ((.@weapon + .@eq) >= 22) {
bonus2 bSkillAtk,"GS_SPREADATTACK",30;
}
}






