Item Details

Valkyrie Hammer [4] ( Valkyrie_Hammer )

ID 16051 Valkyrie Hammer [4]
Valkyrie Hammer [4] Buy Price: zeny Sell Price: 0 zeny Weight: 10 Slots: 4
Type: Weapon item. Sub Type: Mace Gender: Both Locations: Weapon
Attack: 50 Magic Attack: Not specified Range: 1 Defense: Not specified
Weapon Level: 4 Armor Level: Not specified Min. Equip Level: 70 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

Uma maça dada à Marina, uma das três Guerreiras Mágicas de Rune-Midgard. As lendas dizem que Marina utilizou esta maça para salvar a princesa Esmeralda, sequestrada por seu próprio Sumo-Sacerdote, Zagarto. Esta maça foi encantada pela Valquíria Ceres, e possui o poder da resistência.
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Indestrutível em batalha.
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Aprendizes, Superaprendizes e evoluções:
ATQ +150.
ATQM +200 adicional.
Precisão +10.
HP máx. +500.
SP máx. +400.
Custo de SP das habilidades -5%.
A cada refino até o +10:
VIT +1.
HP máx. +200.
Esquiva Perfeita +1.
Velocidade de ataque +1%.
A cada 2 refinos até o +10:
Conjuração variável -1%.
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Espadachins e evoluções:
HP máx. +500.
SP máx. +100.
A cada refino até o +10:
VIT +1.
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Sacerdotes e evoluções:
ATQ +50.
ATQM +100 adicional.
A cada refino até o +10:
Velocidade de ataque +1%.
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Monges e evoluções:
SP máx. +200.
Custo de SP das habilidades -5%.
A cada refino até o +10:
Esquiva Perfeita +1.
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Mercadores e evoluções:
ATQ +100.
Precisão +10.
A cada 2 refinos até o +10:
Conjuração variável -1%.
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Tipo: Maça
ATQ: 50 ATQM: 50
Peso: 10
Nível da arma: 4
Nível necessário: 70
Classes: Aprendizes, Superaprendizes, Mercadores, Espadachins, Noviços e evoluções

Jika gunakan oleh job Novice, meningkatkan ATK +150, MATK +200, Hit + 10, MHP + 500, MSP + 400,
konsumsi sp -5% saat menggunakan skill.
Tiap level tempa meningkatkan Vit +1, MHP + 200, Perfect Dodge +1, Kecepatan Serangan +1%
Tiap 2 level tempa mengurangi waktu Cast sebesar -1%.
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Jika digunakan oleh job Swordsman, MHP +500, MSP +100.
Tiap level tempa meningkatkan Vit +1.
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Jika digunakan oleh job Priest Atk +50, Matk +100.
Tiap level tempa Kecepatan Serangan +1%.
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Jika digunakan oleh job Monk, MSP + 200, mengurangi konsumsi SP-5% saat menggunakan skill
Tiap level tempa Perfect Dodge +1.
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Ketika digunakan oleh job Merchant Atk +100, Hit +10.
Tiap 2 level tempa mengurangi Waktu Cast sebesar -1%.
Class : Blunt weapon Attack : 50
Berat : 10
Weapon Lv. : 4
Required Lv. : 70
Equip : Swordman Class,Novice Class,Acolyte Class,Merchant Class

The royal hammer of a powerful warrior maiden. Though its power is mighty, it is easy to handle, even by those less experienced.
Class: Mace
Attack: 50
Property: Neutral
Weight: 10
Weapon Level: 4
Required Level: 70
Required Jobs: Novice, Swordman Jobs, Merchant Jobs, Acolyte Jobs
MATK + 50
Novice Bonus
Vit + 1 per upgrade level of the item.
Max HP + 500
Additional Max HP + 200 per upgrade level of the item.
Max SP + 400
ATK + 150
Additional MATK + 200
Hit + 10
Perfect Dodge + 1 per upgrade level of the item.
Aspd + 1% per upgrade level of the item.
Reduces the variable casting time of skills by 1% per 2 upgrade levels of the item.
Reduces the SP cost of skills by 5%.
Swordman Bonus
Vit + 1 per upgrade level of the item.
Max HP + 500
Max SP + 100
Merchant Bonus
ATK + 100
Hit + 10
Reduces the variable casting time of skills by 1% per 2 upgrade levels of the item.
Priest Bonus
ATK + 50
Additional MATK + 100
Aspd + 1% per upgrade level of the item.
Monk Bonus
Max SP + 200
Perfect Dodge + 1 per upgrade level of the item.
Reduces the SP cost of skills by 5%.

The royal hammer of a mighty Valkyrie. Despite its enormous power, it is easy to handle even for beginners.
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MATK +50
[When used by Priest and Novice Jobs]
ATK +50, MATK +100.
ASPD +1% for every refine level of the item (up to +10).

[When used by Monk and Novice Jobs]
Max SP +200, SP consumption -5%.
For each item refine level Perfect Dodge +1 (up to +10).

[When used by Merchant and Novice Jobs]
ATK +100, HIT +10.
Reduces the Variable Cast Time by -1% for every 2 refine levels of the item (up to +10).

[When used by Swordman and Novice Jobs]
Max HP +500, Max SP +100.
VIT +1 for every refine level (up to +10).

[When used by Novice Jobs]
ATK +100, Max SP +100.
Max HP +200 for every refine level (up to +10).
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Class: Club
Attack: 50
Weight: 10
Weapon level: 4
Required Level: 70
Jobs: Swordsman Jobs, Novice Jobs, Merchant Jobs, Acolyte Jobs.

Not specified

Flags
Can be added to a player buying store? No
Summons monster? No
Is part of a container? No
Has unique stack? No
Binds on equip? No
Announces drop? No
Is consumed on use? Yes
Has drop effect? No
Stacking
Not specified
Usage
Not specified
Trade
Override Not specified
Can be dropped? Yes
Can be traded? Yes
Can be traded with partner? Yes
Can be sold to NPC? Yes
Can be placed in cart? Yes
Can be placed in storage? Yes
Can be placed in guild storage? Yes
Can be sent by mail? Yes
Can be put in auction? Yes
Delay
Not specified
.@r = getrefine();
bonus bMatk,50;
if (BaseJob == Job_Novice) {
   bonus bBaseAtk,150;
   bonus bMatk,200;
   bonus bUseSPrate,-5;
   bonus bHit,10;
   bonus bMaxHP,500+(200*.@r);
   bonus bMaxSP,400;
   bonus bVit,.@r;
   bonus bFlee2,.@r;
   bonus bAspdRate,.@r;
   bonus bVariableCastrate,-.@r/2;
}
if (BaseClass == Job_Swordman) {
   bonus bVit,.@r;
   bonus bMaxHP,500;
   bonus bMaxSP,100;
}
if (BaseJob == Job_Priest) {
   bonus bBaseAtk,50;
   bonus bMatk,100;
   bonus bAspdRate,.@r;
}
if (BaseJob == Job_Monk) {
   bonus bMaxSP,200;
   bonus bUseSPrate,-5;
   bonus bFlee2,.@r;
}
if (BaseClass == Job_Merchant) {
   bonus bBaseAtk,100;
   bonus bHit,10;
   bonus bVariableCastrate,-.@r/2;
}
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bMatk Item Bonus
bMatk
Signature:
bonus bMatk,n;
Description:
Magical attack power + n
if Command
if
Signature:
if (<condition>) <statement>;
Description:
This is the basic conditional statement command, and just about the only one available in this scripting language. The condition can be any expression. All expressions resulting in a non-zero value will be considered True, including negative values. All expressions resulting in a zero are false. If the expression results in True, the statement will be executed. If it isn't true, nothing happens and we move on to the next line of the script. For more information on conditional operators see the operators section above. bothering to store it in a specific variable: More examples of using the 'if' command in the real world: Example 1: Example 2: Notice that examples 1 and 2 have the same effect. Example 3: Example 4: Example 5: See 'strcharinfo' for an explanation of what this function does. Example 6: Using complex conditions. The script engine also supports nested 'if' statements: If the condition isn't met, it'll do the action following the 'else'. We can also group several actions depending on a condition: Remember that if you plan to do several actions upon the condition being false, and you forget to use the curly braces (the { } ), the second action will be executed regardless the output of the condition, unless of course, you stop the execution of the script if the condition is true (that is, in the first grouping using a return; , and end; or a close; ) Also, you can have multiple conditions nested or chained.
Example:
if (1)  mes "This will always print.";
if (0)  mes "And this will never print.";
if (5)  mes "This will also always print.";
if (-1) mes "Funny as it is, this will also print just fine.";
if (strcharinfo(0) == "Daniel Jackson") mes "It is true, you are Daniel!";
.@answer = 1;
input .@input;
if (.@input == .@answer)
close;
mes "Sorry, your answer is incorrect.";
close;
.@answer = 1;
input .@input;
if (.@input != .@answer)
mes "Sorry, your answer is incorrect.";
close;
.@count++;
mes "[Forgetful Man]";
if (.@count == 1) mes "This is the first time you have talked to me.";
if (.@count == 2) mes "This is the second time you have talked to me.";
if (.@count == 3) mes "This is the third time you have talked to me.";
if (.@count == 4) {
mes "This is the fourth time you have talked to me.";
mes "I think I am getting amnesia, I have forgotten about you...";
.@count = 0;
}
close;
mes "[Quest Person]";
if (countitem(512) < 1) {  // 512 is the item ID for Apple, found in db/item_db.yml
mes "Can you please bring me an apple?";
close;
}
mes "Oh, you brought an Apple!";
mes "I didn't want it, I just wanted to see one.";
close;
mes "[Person Checker]";
if ($@name$ == "") {  // global variable not yet set
mes "Please tell me someones name";
next;
input $@name$;
$@name2$ = strcharinfo(0);
mes "[Person Checker]";
mes "Thank you.";
close;
}
if ($@name$ == strcharinfo(0)) {  // player name matches $@name$
mes "You are the person that " + $@name2$ + " just mentioned.";
mes "Nice to meet you!";
// reset the global variables
$@name$ = "";
$@name2$ = "";
close;
}
mes "You are not the person that " + $name2$ + " mentioned.";
close;
mes "[Multiple Checks]";
if (@queststarted == 1 && countitem(512) >= 5) {
mes "Well done, you have started the quest and brought me 5 Apples.";
@queststarted = 0;
delitem 512,5;
close;
}
mes "Please bring me 5 apples.";
@queststarted = 1;
close;
if (<condition>)
dothis;
else
dothat;
if (<condition>) {
dothis1;
dothis2;
} else {
dothat1;
dothat2;
dothat3;
}
if (<condition 1>)
dothis;
else if (<condition 2>) {
dothat;
end;
} else
dothis;
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bUseSPrate Item Bonus
bUseSPrate
Signature:
bonus bUseSPrate,n;
Description:
SP consumption + n%
bHit Item Bonus
bHit
Signature:
bonus bHit,n;
Description:
Hit + n
bMaxHP Item Bonus
bMaxHP
Signature:
bonus bMaxHP,n;
Description:
MaxHP + n
bMaxSP Item Bonus
bMaxSP
Signature:
bonus bMaxSP,n;
Description:
MaxSP + n
bVit Item Bonus
bVit
Signature:
bonus bVit,n;
Description:
VIT + n
bFlee2 Item Bonus
bFlee2
Signature:
bonus bFlee2,n;
Description:
Perfect Dodge + n
bAspdRate Item Bonus
bAspdRate
Signature:
bonus bAspdRate,n;
Description:
Attack speed + n%
bVariableCastrate Item Bonus
bVariableCastrate
Signature:
bonus2 bVariableCastrate,sk,n;
Description:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

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Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Weapon 4 Yes 4 Not specified Details

Not specified