
RENEWAL / ITEMS
Antique Cello [2]
#32108Weapon
Antique_Cello
Item stats
- ATK
- 180
- Slots
- 2
- Weight
- 120
- Weapon level
- 4
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- Musical Instrument
- Equipment position
- Weapon
- Gender
- Male only
- Required level
- 170+
- Jobs
- Bard Dancer
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Antique Cello description & effects
An antique cello.
It once was used for royal feasts and other luxurious banquets.
Variable Cast Time -10%
Long-ranged Physical damage +1% for every upgrade level
+9 Effect: Severe Rainstorm cooldown -1 sec.
+11 Effect: Severe Rainstorm SP cost -20%
Class: Instrument ATK: 180
Weight: 120
Weapon Level: 4
Required Level: 170
Job: Minstrel Classes
Item effect script
.@r = getrefine();
bonus bVariableCastrate,-10;
bonus bLongAtkRate,.@r;
if (.@r>=9)
bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-1000;
if (.@r>=11)
bonus2 bSkillUseSPrate,"WM_SEVERE_RAINSTORM",20;
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
.@r= getequiprefinerycnt(EQI_HAND_R)/3;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",5*.@r;
bonus bLongAtkRate,2*.@r;
Set 2
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,10;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*.@r_weapon;
Set 3
Set effect
bonus bLongAtkRate,10;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",getequiprefinerycnt(EQI_HAND_R)*10;
Set 4
Set effect
.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_SHOES);
bonus bUnbreakableWeapon;
bonus2 bSkillAtk,"CG_ARROWVULCAN",20*getequiprefinerycnt(EQI_SHOES);
if (.@sum>=18) {
bonus2 bSkillCooldown,"CG_ARROWVULCAN",-700;
if (.@sum>=22) {
bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-1500;
}
}
Set 5
Set effect
.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_SHOES);
bonus bUnbreakableWeapon;
bonus2 bSkillAtk,"CG_ARROWVULCAN",20*getequiprefinerycnt(EQI_SHOES);
if (.@sum>=18) {
bonus2 bSkillCooldown,"CG_ARROWVULCAN",-700;
if (.@sum>=22) {
bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-1500;
}
}










