Item Details

Skull Ring [1] ( Skull_Ring )

ID 490102 Skull Ring [1]
Skull Ring [1] Buy Price: zeny Sell Price: 0 zeny Weight: 10 Slots: 1
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Right_Accessory + Left_Accessory
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: Not specified
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 100 Max. Equip Level: Not specified
Refineable: Not specified Gradable: Not specified Element: Neutral Classes: Not specified

Se você o colocar bem pertinho do ouvido, dá pra ouvir os gritos agonizantes das almas que foram aprisionadas dentro desse anel. Sai pra lá coisa ruim!
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INT +7.
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Dano mágico contra todos os Tamanhos +10%.
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A cada 7 níveis de base:
Dano de [Necroexplosão] +1%.
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Ao aprender [Necromancia] nv.5:
Custo de SP de [Necromancia] -25.
Recarga de [Necroexplosão] -0,5 segundos.
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Ao aprender [Coletar Alma] nv.5:
Velocidade de ataque +15%.
Ao derrotar monstros com ataques mágicos, regenera 100 de HP e 10 de SP.
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Ao aprender [Perícia com Almas] nv.5:
Pós-conjuração -30%.
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Ao aprender [Ceifar Alma] nv.5:
Dano mágico de propriedade Fogo, Vento, Fantasma, Sagrado e Sombrio +10%.
--------------------------
Tipo: Acessório
DEF: 0 DEFM: 15
Peso: 10
Nível necessário: 100
Classes: Todas

INT +7
Magic damage ke semua size monster +6%
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Per 5 Base Lv:
Damage dari skill "Curse Explosion" +1%
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Jika level dari skill "Soul Collection" mencapai Lv 5 atau lebih,

ASPD +10%

Saat mengalahkan monster menggunakan Magic:
HP +100
SP +10
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Jika level dari skill "Soul Energy Research" mencapai Lv 5 atau lebih,

After Cast-delay -20%
------------------------
Jika level dari skill "Soul Harvest" mencapai Lv 5 atau lebih,

Magic damage element Fire, Wind, Holy, Shadow, & Ghost +6%
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Jika level dari skill "Evil Soul Curse" mencapai Lv 5 atau lebih,

SP Consumtion dari skill "Evil Soul Curse" -25
Cooldown-time dari skill "Evil Soul Curse" -0.5 detik
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Set Bonus
Skull Ring [1]
Valkyrie Blessing

Magic damage ke semua size monster +4%
Ignore 50% MDEF dari all race monster
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Jika level dari skill "Soul Collection" mencapai Lv 5 atau lebih,

ASPD +5%
------------------------
Jika level dari skill "Soul Energy Research" mencapai Lv 5 atau lebih,

After Cast-delay -10%
------------------------
Jika level dari skill "Soul Harvest" mencapai Lv 5 atau lebih,

Magic damage element Fire, Wind, Holy, Shadow, & Ghost +4%
------------------------
Jenis : Aksesoris
Posisi : Aksesoris
MDEF : 15
DEF : 0
Berat : 10
Syarat Lv : 100
Job : Semua Job

Life is precious. So this ring can be used over and over again.

INT + 7.

While performing a magical attack, increase damage to small, medium, large monsters by 10%

For every 7 BaseLv, increase damage of Curse Explosion by 1%

When Soul Collection Lv.5, increase attack speed by 15%
Recovers HP + 100 , SP + 10 when monster is killed using magical attack

When Soul Energy Research Lv.5, reduce after cast delay by 30%

When Soul Collect Lv.5, increase Fire, Wind, Ghost, Holy, Shadow magical damage by 10%

When Evil Soul Curse Lv.5, reduce SP consumption of Curse Explosion by 25 SP, cooltime by 0.5 sec

SET BONUS
Skull Ring
Liberation of Truth
Enables the use of Fire Wall Lv.10, ignores MDEF 100% of all races


Type : Accessory Defense : 0
Weight : 10
Required Level : 100
Class : All

All

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
bonus bMdef,15;
bonus bInt,7;
bonus2 bMagicAddSize,Size_All,10;
bonus2 bSkillAtk,"SP_CURSEEXPLOSION",(BaseLevel/7);
if (getskilllv("SP_SOULCOLLECT") == 5) {
   bonus bAspdRate,15;
   bonus bMagicHPGainValue,100;
   bonus bMagicSPGainValue,10;
}
if (getskilllv("SP_SOULENERGY") == 5)
   bonus bDelayrate,-30;
if (getskilllv("SP_SOULREAPER") == 5) {
   bonus2 bMagicAtkEle,Ele_Fire,10;
   bonus2 bMagicAtkEle,Ele_Wind,10;
   bonus2 bMagicAtkEle,Ele_Holy,10;
   bonus2 bMagicAtkEle,Ele_Dark,10;
   bonus2 bMagicAtkEle,Ele_Ghost,10;
}
if (getskilllv("SP_SOULCURSE") == 5) {
   bonus2 bSkillUseSP,"SP_CURSEEXPLOSION",25;
   bonus2 bSkillCooldown,"SP_CURSEEXPLOSION",-500;
}
Script References
bMdef Item Bonus
bMdef
Signature:
bonus bMdef,n;
Description:
Equipment MDEF + n
bInt Item Bonus
bInt
Signature:
bonus bInt,n;
Description:
INT + n
bMagicAddSize Item Bonus
bMagicAddSize
Signature:
bonus2 bMagicAddSize,s,x;
Description:
+x% magical damage against size s
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by 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;
getskilllv Command
getskilllv
Signature:
getskilllv(<skill id>)
getskilllv("<skill name>")
Description:
character has. If they don't have the skill, 0 will be returned. The full list of character skills is available in ''. There are two main uses for this function, it can check whether the character has a skill or not, and it can tell you if the level is high enough. Example 1: Example 2:
Example:
if (getskilllv(152))
mes "You have got the skill Throw Stone";
else
mes "You don't have Throw Stone";
close;
if (getskilllv(28) >= 5)
mes "Your heal lvl is 5 or more";
else if (getskilllv(28) == 10)
mes "Your heal lvl has been maxed";
else
mes "You heal skill is below lvl 5";
close;
bAspdRate Item Bonus
bAspdRate
Signature:
bonus bAspdRate,n;
Description:
Attack speed + n%
bMagicHPGainValue Item Bonus
bMagicHPGainValue
Signature:
bonus bMagicHPGainValue,n;
Description:
Heals +n HP when killing an enemy with a magical attack
bMagicSPGainValue Item Bonus
bMagicSPGainValue
Signature:
bonus bMagicSPGainValue,n;
Description:
Heals +n SP when killing an enemy with a magical attack
bDelayrate Item Bonus
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
bMagicAtkEle Item Bonus
bMagicAtkEle
Signature:
bonus2 bMagicAtkEle,e,x;
Description:
Increases damage of e element magic by x%
bSkillUseSP Item Bonus
bSkillUseSP
Signature:
bonus2 bSkillUseSP,sk,n;
Description:
Decreases SP consumption of skill sk by n
bSkillCooldown Item Bonus
bSkillCooldown
Signature:
bonus2 bSkillCooldown,sk,t;
Description:
Increases cooldown of skill sk by t milliseconds
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

Not specified

Not specified

Not specified

Not specified

Not specified

Not specified

Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Armor 1 No Not specified 1 Details

Not specified