
RENEWAL / ITEMS
Illusion Gold Lux [2]
#32301Weapon
Gold_Lux_IL
Item stats
- ATK
- 160
- Slots
- 2
- Weight
- 180
- Weapon level
- 4
- Buy price
- 20 z
- Sell price
- 10 z
Usage & restrictions
- Type
- Weapon
- Weapon class
- Revolver
- Equipment position
- Weapon (Two-Handed)
- Gender
- Both
- Required level
- 120+
- Jobs
- Gunslinger, Rebellion
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Illusion Gold Lux description & effects
A dazzling golden revolver that emphasizes the decorative aspect rather than the functional aspect.
If you carry it around, it will definitely attract attention.
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HIT + 10.
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For every 2 refine level, increase long ranged physical damage by 3%.
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When refined to +7 or higher, increase Desperado damage by 40%.
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When refined to +9 or higher, reduce Heat Barrel cooldown by 5 seconds.
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When refined to +11 or higher, increase Fire Dance damage by 30%.
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Set Bonus:
Illusion Gold Lux [2]
Illusion Passion Hairband [1]
ATK + 30.
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When the both items are refined to +7 or higher,
ATK + 5%.
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When the total refine level of set are 18 or higher,
Reduce damage taken from Small and Medium sized enemies by 20%.
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When the total refine level of set are 22 or higher,
When using Fire Dance, there's a chance to gain ATK + 100 and increase long ranged physical damage by 15% for 10 seconds.
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Type : Pistol
Attack : 160
Weight : 180
Weapon Level : 4
Required Level : 120
Class : Gunslinger Class
Item effect script
.@r = getrefine();
bonus bHit,10;
bonus bLongAtkRate,3*(.@r/2);
if (.@r >= 7) {
bonus2 bSkillAtk,"GS_DESPERADO",40;
if (.@r >= 9) {
bonus2 bSkillCooldown,"RL_HEAT_BARREL",-5000;
if (.@r >= 11) {
bonus2 bSkillAtk,"RL_FIREDANCE",30;
}
}
}
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
bonus bBaseAtk,30;
.@eq = getequiprefinerycnt(EQI_HEAD_TOP);
.@weapon = getequiprefinerycnt(EQI_HAND_R);
if (.@eq >= 7 && .@weapon >= 7) {
bonus bAtkRate,5;
}
if ((.@eq + .@weapon) >= 18) {
bonus2 bSubSize,Size_Small,20;
bonus2 bSubSize,Size_Medium,20;
if ((.@eq + .@weapon) >= 22) {
autobonus3 "{ bonus bBaseAtk,100; bonus bLongAtkRate,15; }",5,10000,"RL_FIREDANCE"; /* unknown rate */
}
}





