
RENEWAL / ITEMS
Patent Crimson Rose [2]
#800002Weapon
Up_Crimson_Rose
Item stats
- ATK
- 200
- Slots
- 2
- Weight
- 100
- 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
- 150+
- Jobs
- Gunslinger, Rebellion
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Patent Crimson Rose description & effects
A revolver decorated with red roses used by those who reached the level of the master.
Looking at the condition of the red rose, he started to show his natural power.
It seems to resonate with the boots of the great hero.
ATK + 10 per 2 refine rates.
Increase damage of Fire Dance by 2% per 3 refine rates.
When refined to +7 or higher, ATK + 5%, increase ranged physical damage by 10%.
When refined to +9 or higher, increase damage of Fire Dance by 25%, when using Hit Barrel, increase ranged physical damage by 20% for 60 sec
When refined to +11 or higher, reduce global cooltime by 10%.
When equipped with Great Hero's Boots, DEX + 10, ATK + 7%.
Type: Revolver Attack: 200
Weight: 100
Weapon Level: 4
Required Level: 150
Class: Rebellion
Item effect script
.@r = getrefine();
bonus bBaseAtk,.@r/2*10;
bonus2 bSkillAtk,"RL_FIREDANCE",.@r/3*2;
if (.@r>=7) {
bonus bAtkRate,5;
bonus bLongAtkRate,10;
}
if (.@r>=9) {
bonus2 bSkillAtk,"RL_FIREDANCE",25;
autobonus3 "{ bonus bLongAtkRate,20; }",1000,60000,"RL_HEAT_BARREL";
}
if (.@r>=11) {
bonus bDelayrate,-10;
}
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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 bDex,10;
bonus bAtkRate,7;
Set 2
Set effect
bonus bAtkRate,10;
if (getequiprefinerycnt(EQI_HAND_R)>=11)
bonus bLongAtkRate,(readparam(bStr)/4);
Set 3
Set effect
bonus2 bAddRace,RC_All,8;
if (getequiprefinerycnt(EQI_HAND_R)>=11)
bonus2 bSkillAtk,"RL_FIREDANCE",(readparam(bStr)+readparam(bDex))/12;
Set 4
Set effect
bonus2 bAddRace,RC_All,8;
if (getequiprefinerycnt(EQI_HAND_R)>=11)
bonus2 bSkillAtk,"RL_FIREDANCE",(readparam(bStr)+readparam(bDex))/12;






