Item Details

Ring of Adoramus [1] ( RingOfAdoramus )

ID 490118 Ring of Adoramus [1]
Ring of Adoramus [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

Não se sabe a origem exata deste anel, mas a lenda diz que todas as preces que os usuários desse anel faziam, parte delas ficavam gravadas nesse anel, aumentando todo o seu poder sagrado. Dizem que é a manifestação física das palavras sagradas.
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INT +7.
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Dano mágico contra todos os Tamanhos +10%.
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A cada 3 níveis de base:
Dano de [Adoramus] e [Judex] +1%.
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Ao aprender [Oratio] nv.10:
Efetividade de cura +30%.
Custo de SP das habilidades -10%.
Conjuração fixa de [Oratio] -100%.
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Ao aprender [Adoramus] nv.10:
Velocidade de ataque +15%.
Ao derrotar monstros com ataques mágicos, regenera 100 de HP e 10 de SP.
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Ao aprender [Offertorium] nv.5:
Conjuração variável -30%.
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Ao aprender [Gênese] nv.5:
Dano mágico de propriedade Vento, Sagrado e Neutro +10%.
--------------------------
Tipo: Acessório
DEF: 0 DEFM: 15
Peso: 10
Nível necessário: 100
Classes: Todas

Increase magical damage to small, medium, large monsters by 10%.
Increase damage of Adoramus and Judex by 1% per 3 BaseLv.
When Clearance Lv5 is learned, increase Holy, Wind, Neutral magical damage by 10%.
When Oratio Lv10 is learned, reduce fixed casting of Oratio by 100%, increase Healing + 30%, reduce SP consumption by 10%.
When Adoramus Lv5 is learned, increase ASPD by 15%, recovers 100 HP and 10 SP when monsters killed using magical attack.
When Offertorium Lv5 is learned, reduce variable casting by 30%.

SET BONUS
Ring of Adoramus
Release of Magic
Ignores magic defense of all races by 100%

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,"AB_ADORAMUS",(BaseLevel/3);
bonus2 bSkillAtk,"AB_JUDEX",(BaseLevel/3);
if (getskilllv("AB_CLEARANCE") == 5) {
   bonus2 bMagicAtkEle,Ele_Wind,10;
   bonus2 bMagicAtkEle,Ele_Holy,10;
   bonus2 bMagicAtkEle,Ele_Neutral,10;
}
if (getskilllv("AB_ORATIO") == 10) {
   bonus2 bFixedCastrate,"AB_ORATIO",-100;
   bonus bHealPower,30;
   bonus bUseSPrate,-10;
}
if (getskilllv("AB_ADORAMUS") == 10) {
   bonus bAspdRate,15;
   bonus bMagicHPGainValue,100;
   bonus bMagicSPGainValue,10;
}
if (getskilllv("AB_OFFERTORIUM") == 5)
   bonus bVariableCastrate,-30;
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;
bMagicAtkEle Item Bonus
bMagicAtkEle
Signature:
bonus2 bMagicAtkEle,e,x;
Description:
Increases damage of e element magic by x%
bFixedCastrate Item Bonus
bFixedCastrate
Signature:
bonus2 bFixedCastrate,sk,n;
Description:
Increases fixed cast time of skill sk by n% (has effect in RENEWAL_CAST only)
bHealPower Item Bonus
bHealPower
Signature:
bonus bHealPower,n;
Description:
Increases heal amount of all heal skills by n%
bUseSPrate Item Bonus
bUseSPrate
Signature:
bonus bUseSPrate,n;
Description:
SP consumption + n%
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
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.

Not specified

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Not specified

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

Not specified