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RENEWAL / ITEMS
Old Tatenasi Armor [1]
#15136Armor
Tatenasi_Armor
Item stats
- Slots
- 1
- Weight
- 60
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Armor
- Gender
- Both
- Required level
- 1+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
No description is available. Available properties and effects are shown below.
Item effect script
bonus bMaxHP,100;
Equipment sets
Set 1
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
else if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
else if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
else if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
else if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
else if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
else if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
else if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
else if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
else if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
else if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
else if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
else if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
else if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
else if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
else if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
else if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
else if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
else if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
else if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
else if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
else if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
else if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
else if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
else if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
else if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
Set 6
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
else if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
else if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
else if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
else if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
else if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR);
bonus2 bSkillAtk,"PA_SHIELDCHAIN",5*(.@r/2);
bonus2 bSkillAtk,"CR_DEVOTION",5*(.@r/2);
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r==5)
bonus bDefEle,Ele_Earth;
else if (.@r==6)
bonus bDefEle,Ele_Water;
else if (.@r==7)
bonus bDefEle,Ele_Wind;
else if (.@r==8)
bonus bDefEle,Ele_Fire;
else if (.@r==9)
bonus bDefEle,Ele_Dark;
else if (.@r>=10)
bonus bDefEle,Ele_Holy;
