
RENEWAL / ITEMS
Immortal Dog Tag [1]
#32204Armor
Immortal_Dog_Tag
Item stats
- Slots
- 1
- Weight
- 10
- Armor level
- 1
- Buy price
- 20 z
- Sell price
- 10 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Accessory
- Gender
- Both
- Required level
- 100+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- No
- Trading & storage
- No restrictions
Immortal Dog Tag description & effects
A rusty old identification tag, perhaps it was used to distinguish immortal entities.
Class: Accessory
Weight: 10
Requires Level: 100
Usable By: All Jobs
ATK + 50
MATK + 50
Reduces damage taken from Undead race enemies by 4%.
Set Bonus
Immortal Dog Tag [1]
Juliette D Rachel [2]
Increases physical damage on targets by 5% per upgrade levels of Juliette D Rachel [2].
If Juliette D Rachel [2] upgrade level is +9 or higher,
Adds a 10% chance of casting Level 10 Oratio on the target when using Rolling Cutter.
Set Bonus
Immortal Dog Tag [1]
Sunflower Boy [2]
For every upgrade level of Sunflower Boy [2],
Int + 2
Increases the damage of Crimson Rock by 1%.
If Sunflower Boy [2] upgrade level is +9 or higher,
Adds a 1% chance to increase the damage of Fire property magical attacks on targets by 50% for 10 seconds when performing a magical attack.
Restores 500 HP to the user when a monster is killed.
Set Bonus
Immortal Dog Tag [1]
Lindy Hop [2]
Critical damage +3% per upgrade levels of Lindy Hop [2].
If Lindy Hop [2] upgrade level is +9 or higher,
Crit + 50
Increases physical damage on boss monsters by 25%.
Item effect script
bonus bBaseAtk,50;
bonus bMatk,50;
bonus2 bSubRace,RC_Undead,4;
Equipment sets
Set 1
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bInt,2*.@r;
bonus2 bSkillAtk,"WL_CRIMSONROCK",.@r;
if (.@r >= 9) {
bonus bMagicHPGainValue,500;
bonus bHPGainValue,500;
autobonus "{ bonus2 bMagicAtkEle,Ele_Fire,50; }",10,10000,BF_MAGIC,"{ specialeffect2 255; }";
}
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bCritAtkRate,3*.@r;
if (.@r >= 9) {
bonus bCritical,50;
bonus2 bAddClass,Class_Boss,25;
}
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus2 bAddClass,Class_All,5*.@r;
if (.@r >= 9)
bonus4 bAutoSpellOnSkill,"GC_ROLLINGCUTTER","AB_ORATIO",10,100;
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bInt,2*.@r;
bonus2 bSkillAtk,"WL_CRIMSONROCK",.@r;
if (.@r >= 9) {
bonus bMagicHPGainValue,500;
autobonus "{ bonus2 bMagicAtkEle,Ele_Fire,50; }",10,10000,BF_MAGIC,"{ specialeffect2 255; }";
}



