
RENEWAL / ITEMS
Celine's Ribbon [1]
#18849Armor
Celines_Ribbon
Item stats
- Slots
- 1
- Weight
- 20
- Armor level
- 1
- Buy price
- 10 z
- Sell price
- 5 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Headgear (Top)
- Gender
- Both
- Required level
- 1+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Celine's Ribbon description & effects
A luxurious, gold-rimmed ribbon. It has been with Kimi since it was thrown away by its previous owner.
Class: Headgear
Position: Upper
Defense: 0
Weight: 20
Requires Level: 1
Usable By: All Jobs
Dex + 3
MATK + 40
Additional MATK + 7 per upgrade level of the item.
Restores 200 HP to the user when a monster is killed by a magical attack.
Drains 50 HP from the user every 5 seconds.
Set Bonus
Celine's Brooch [1]
Celine's Ribbon [1]
Reduces the fixed casting time of skills by 50%.
Increases magical damage on boss monsters by 10%.
All Stats + 1 per upgrade level of Celine's Ribbon [1] up to a maximum upgrade level of 10.
If upgrade level is +7 or higher,
Reduces damage taken from Demi-Human race enemies by 10%.
Increases magical damage on boss monster by an additional 20%.
If upgrade level is +9 or higher,
Reduces damage taken from Demi-Human race enemies by an additional 2%.
Increases magical damage on boss monster by an additional 20%.
Item effect script
bonus bDex,3;
bonus bMagicHPGainValue,200;
bonus bMatk,40+(getrefine()*7);
bonus2 bHPLossRate,50,5000;
TRY IT ON
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Some additional particle effects use the game client’s internal renderer and are not included in this preview.
Build an outfit with this itemEquipment sets
Set 1
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR);
.@a = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bMatk,20*.@r;
bonus bAllStats,.@r;
if (.@a >= 7)
bonus2 bMagicAddClass,Class_Boss,15;
if (.@a >= 9)
bonus2 bMagicAddClass,Class_Boss,15;
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAllStats,.@r;
bonus2 bMagicAddClass,Class_Boss,10;
bonus bFixedCastrate,-50;
if (.@r >= 7) {
bonus2 bMagicAddClass,Class_Boss,20;
bonus2 bSubRace,RC_DemiHuman,10;
bonus2 bSubRace,RC_Player_Human,10;
}
if (.@r >= 9) {
bonus2 bMagicAddClass,Class_Boss,20;
bonus2 bSubRace,RC_DemiHuman,2;
bonus2 bSubRace,RC_Player_Human,2;
}
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bFixedCast,-300;
if (.@r > 0) {
bonus bMatk,(10*.@r);
if (.@r >= 7) {
bonus2 bMagicAddRace,RC_DemiHuman,10;
bonus2 bMagicAddRace,RC_Player_Human,10;
bonus2 bMagicAddRace,RC_Demon,10;
if (.@r >= 9) {
bonus2 bMagicAtkEle,Ele_Water,10;
bonus2 bMagicAtkEle,Ele_Wind,10;
bonus2 bMagicAtkEle,Ele_Earth,10;
bonus2 bMagicAtkEle,Ele_Fire,10;
bonus2 bMagicAtkEle,Ele_Neutral,10;
if (.@r >= 11) {
bonus2 bMagicAddClass,Class_Boss,20;
}
}
}
}
Set 4
Set effect
.@sum = getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bMagicAtkEle,Ele_Ghost,.@sum;
bonus2 bMagicAtkEle,Ele_Poison,.@sum;
bonus2 bMagicAtkEle,Ele_Holy,.@sum;
bonus2 bMagicAtkEle,Ele_Dark,.@sum;
if (.@sum >= 19) {
bonus bMatkRate,15;
if (.@sum >= 23) {
bonus2 bMagicAddEle,Ele_All,20;
}
}
Set 5
Set effect
.@sum = getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bMagicAtkEle,Ele_Ghost,.@sum;
bonus2 bMagicAtkEle,Ele_Poison,.@sum;
bonus2 bMagicAtkEle,Ele_Holy,.@sum;
bonus2 bMagicAtkEle,Ele_Dark,.@sum;
if (.@sum >= 19) {
bonus bMatkRate,15;
if (.@sum >= 23) {
bonus2 bMagicAddEle,Ele_All,20;
}
}
Set 6
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bMatk,7*.@r;
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSubRace,RC_Player_Human,7;
bonus2 bSubRace,RC_Player_Doram,7;
bonus2 bSubRace,RC_DemiHuman,7;
if (.@r>=12)
bonus2 bMagicAddClass,Class_Boss,15;
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bFixedCast,-300;
bonus bMatk,10*.@r;
if (.@r>=7) {
bonus2 bMagicAddRace,RC_DemiHuman,10;
bonus2 bMagicAddRace,RC_Demon,10;
}
if (.@r>=9) {
bonus2 bMagicAtkEle,Ele_Earth,10;
bonus2 bMagicAtkEle,Ele_Fire,10;
bonus2 bMagicAtkEle,Ele_Neutral,10;
bonus2 bMagicAtkEle,Ele_Water,10;
bonus2 bMagicAtkEle,Ele_Wind,10;
}
if (.@r>=11)
bonus2 bMagicAddClass,Class_Boss,20;
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSubRace,RC_DemiHuman,12;
bonus2 bSubRace,RC_Player_Doram,12;
bonus2 bSubRace,RC_Player_Human,12;
bonus bSMatk,.@r/2;
if (.@r>=12)
bonus2 bMagicAddClass,Class_Boss,10;
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bFixedCast,-300;
bonus bMatk,10*.@r;
if (.@r>=7) {
bonus2 bMagicAddRace,RC_DemiHuman,10;
bonus2 bMagicAddRace,RC_Demon,10;
if (.@r>=9) {
bonus2 bMagicAtkEle,Ele_Earth,10;
bonus2 bMagicAtkEle,Ele_Fire,10;
bonus2 bMagicAtkEle,Ele_Water,10;
bonus2 bMagicAtkEle,Ele_Wind,10;
bonus2 bMagicAtkEle,Ele_Neutral,10;
if (.@r>=11) {
bonus2 bMagicAddClass,Class_Boss,20;
}
}
}
Set 11
Set effect
bonus2 bMagicAddRace,RC_All,3*(getequiprefinerycnt(EQI_HEAD_TOP)/2);






