
RENEWAL / ITEMS
Kuroiro-OS [2]
#28755Weapon
Kuroiro_OS
Item stats
- ATK
- 150
- MATK
- 150
- Slots
- 2
- Weight
- 90
- Weapon level
- 4
- Buy price
- 20 z
- Sell price
- 10 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- Dagger
- Equipment position
- Weapon
- Gender
- Both
- Required level
- 130+
- Jobs
- Kagerou Oboro, Ninja
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Kuroiro-OS description & effects
A dagger with a black blade that's studded with white, almost transparent, beads.
Class: Dagger
Attack: 150
Weight: 90
Weapon Level: 4
Requires Level: 130
Usable By: Ninja
MATK +150
Physical/Magic damage +5% on Shadow and Undead enemies.
If upgrade level is +7 or higher,
Increases Physical and Magical Damage on Shadow and Undead targets by an additional 10%.
If upgrade level is +9 or higher,
Increases damage dealt by Kunai Splash by an additional 20%.
If upgrade level is +11 or higher,
Increases Physical and Magical Damage on Demon and Undead targets by an additional 10%.
Item effect script
.@r = getrefine();
.@dmg = 5;
if (.@r >= 7) {
.@dmg += 10;
if (.@r >= 9) {
bonus2 bSkillAtk,"KO_HAPPOKUNAI",20;
if (.@r >= 11) {
bonus2 bAddRace,RC_Demon,10;
bonus2 bMagicAddRace,RC_Demon,10;
bonus2 bAddRace,RC_Undead,10;
bonus2 bMagicAddRace,RC_Undead,10;
}
}
}
bonus2 bAddEle,Ele_Undead,.@dmg;
bonus2 bMagicAddEle,Ele_Undead,.@dmg;
bonus2 bAddEle,Ele_Dark,.@dmg;
bonus2 bMagicAddEle,Ele_Dark,.@dmg;
TRY IT ON
8 directions · original animationsSee it on your character
Loading character preview…
SouthDrag to rotate
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);
bonus2 bMagicAtkEle,Ele_Fire,5;
bonus2 bMagicAtkEle,Ele_Water,5;
bonus2 bMagicAtkEle,Ele_Wind,5;
bonus2 bSkillAtk,"NJ_KOUENKA",3*(.@r/2);
bonus2 bSkillAtk,"NJ_HYOUSENSOU",3*(.@r/2);
bonus2 bSkillAtk,"NJ_HUUJIN",3*(.@r/2);
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_Fire,5;
bonus2 bMagicAtkEle,Ele_Water,5;
bonus2 bMagicAtkEle,Ele_Wind,5;
bonus2 bSkillAtk,"NJ_KOUENKA",3*(.@r/2);
bonus2 bSkillAtk,"NJ_HYOUSENSOU",3*(.@r/2);
bonus2 bSkillAtk,"NJ_HUUJIN",3*(.@r/2);
Set 3
Set effect
bonus bBaseAtk,200;
bonus bMatk,200;
Set 4
Set effect
bonus bBaseAtk,200;
bonus bMatk,200;
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@weapon = getequiprefinerycnt(EQI_HAND_L);
bonus2 bSkillAtk,"KO_KAIHOU",15*(.@r+.@weapon/2);
bonus bMatk,15*(.@r+.@weapon/3);
bonus2 bAddRace,RC_All,3*(.@r+.@weapon/5);
if ((.@r + .@weapon) >= 16) {
bonus bMatkRate,7;
if ((.@r + .@weapon) >= 18) {
bonus2 bMagicAddSize,Size_All,10;
if ((.@r + .@weapon) >= 20) {
bonus2 bAddClass,Class_Boss,15;
if ((.@r + .@weapon) >= 22) {
bonus2 bMagicAtkEle,Ele_Fire,20;
bonus2 bMagicAtkEle,Ele_Water,20;
bonus2 bMagicAtkEle,Ele_Wind,20;
}
}
}
}




