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Dragon Emperor's Wing [0]   [Middle Head]   Item ID# 19104 (YDragon_SkyWing)
Yellow Dragon Skywing
Type
Armor
Class
Middle Headgear
Buy
n/a
Sell
n/a
Weight
10
Defense
7
Required Lvl
50
Armor Lvl
1
Slot
0
Refineable
No
Applicable Jobs
Every Job
Description
A decorative item created from wings of ancient imperial dragon.

When equipped by Swordman classes:
Decreases damage taken from Medium size monsters by 3% and Large size monsters by 5%.

When equipped by Magician classes:
Decreases damage taken from all elemental attacks by 5%.

When equipped by Archer classes:
Decreases ranged physical damage by 10%.
When equipped with Yellow Scarf:
Increases ranged physical damage by 10%.

When equipped by Acolyte classes:
Increases Healing skills effectiveness by 10%.

When equipped by Thief classes:
FLEE +10, Perfect Dodge +3.

When equipped by Merchant classes:
Decreases damage taken from Normal monsters by 3% and Boss class by 5%.

When equipped by Novice, Taekwon, Ninja and Gunslinger classes:
MaxHP +1000, MaxSP +100.

[iRO Description]
When equipped by swordsman classes,
reduce incoming damage from large size monsters by 5%,
reduce incoming damage from medium size monsters by 3%,
When equipped by magician classes,
Increase all resistance by 5%,
When equipped by thief classes,
Increase perfect dodge by 3, Flee +10
When equipped by merchant classes,
reduce incoming damage from boss monsters by 5%,
reduce incoming damage from normal monsters by 3%,
When equipped by archer classes,
Increase resistance of ranged attacks by 10%
When equipped with Yellow Scarf,
the effect of Yellow Dragon's Skywing does not activate.
When equipped by acolyte classes,
Increase heals by 10%
When equipped by Novice or Expanded classes,
MAX HP +1000, MAX SP +100
Type : Helm Defense : 7
Required Level : 50
Class : All
Item Script
expand to view script
{ if (BaseClass == Job_Swordman) { bonus2 bSubSize,Size_Medium,3; bonus2 bSubSize,Size_Large,5; } else if (BaseClass == Job_Mage) bonus2 bSubEle,Ele_All,5; else if (BaseClass == Job_Archer) bonus bLongAtkDef,10; else if (BaseClass == Job_Acolyte) bonus bHealPower,10; else if (BaseClass == Job_Thief) { bonus bFlee,10; bonus bFlee2,3; } else if (BaseClass == Job_Merchant) { bonus2 bSubClass,Class_Normal,3; bonus2 bSubClass,Class_Boss,5; } else if (BaseClass == Job_Novice || BaseClass == Job_Taekwon || Class == Job_Ninja || Class == Job_Gunslinger) { bonus bMaxHP,1000; bonus bMaxSP,100; } },{},{}
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