Item Details

Ring of Ceryneian [1] ( Ring_Of_Ceryneian )

ID 490145 Ring of Ceryneian [1]
Ring of Ceryneian [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

Pra nunca mais ficar na dúvida, conte com o Anel dos Confiantes. Diga não à indecisão!
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DES +7.
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Dano físico +10%.
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A cada 10 níveis de base:
Dano de [Tempestade de Flechas] e [Disparo Certeiro] +1%.
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Ao aprender [Montaria em Worg] nv.3:
Pós-conjuração -20%.
Regenera 3 de SP por ataque.
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Ao aprender [Disparo Certeiro] nv.10:
Dano físico contra monstros Chefes +15%.
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Ao aprender [Camuflagem] nv.5:
Recarga de [Ilimitar] -45 segundos.
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Ao aprender [Táticas de Sobrevivência] nv.10:
Precisão perfeita +15.
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Desequipar o acessório cancela o efeito de [Ilimitar].
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Tipo: Acessório
DEF: 0 DEFM: 0
Peso: 1
Nível necessário: 100
Classes: Todas

A ring made of golden antlers.
It is under the protection of the moon goddess and
dramatically improves the hunter's abilities.

DEX + 7.
Physical damage against all class enemies + 10%.

Per 10 BaseLv, increase damage of Arrow Storm and Aimed Bolt by 1%.

When Warg Ride skill level 3,
each attack hit recovers SP by 3,
reduces after cast delay by 20%.
When Aimed Bolt skill level 10,
increase damage to boss monsters by 15%.
When Camouflage skill level 5,
reduce cool time of No Limits by 45s.
When Main Ranger skill level 10,
increases accuracy by 15%.

Type : Accessory Defense : 0
Weight : 1
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 bDex,7;
bonus bAtkRate,10;
bonus2 bSkillAtk,"RA_AIMEDBOLT",(BaseLevel/10);
bonus2 bSkillAtk,"RA_ARROWSTORM",(BaseLevel/10);
if (getskilllv("RA_WUGRIDER") == 3) {
   bonus bSPDrainValue,3;
   bonus bDelayrate,-20;
}
if (getskilllv("RA_AIMEDBOLT") == 10)
   bonus2 bAddClass,Class_Boss,15;
if (getskilllv("RA_CAMOUFLAGE") == 5)
   bonus2 bSkillCooldown,"RA_UNLIMIT",-45000;
if (getskilllv("RA_RANGERMAIN") == 10)
   bonus bPerfectHitAddRate,15;
Script References
bDex Item Bonus
bDex
Signature:
bonus bDex,n;
Description:
DEX + n
bAtkRate Item Bonus
bAtkRate
Signature:
bonus bAtkRate,n;
Description:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
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;
bSPDrainValue Item Bonus
bSPDrainValue
Signature:
bonus bSPDrainValue,n;
Description:
Heals +n SP with a normal attack
bDelayrate Item Bonus
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
bAddClass Item Bonus
bAddClass
Signature:
bonus2 bAddClass,c,x;
Description:
+x% physical damage against class c
bSkillCooldown Item Bonus
bSkillCooldown
Signature:
bonus2 bSkillCooldown,sk,t;
Description:
Increases cooldown of skill sk by t milliseconds
bPerfectHitAddRate Item Bonus
bPerfectHitAddRate
Signature:
bonus bPerfectHitAddRate,n;
Description:
On-target impact attack probability + n%
Not specified
Script References

No documented script references were detected.

sc_end SC_UNLIMIT;
Script References

No documented script references were detected.

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

Not specified