
RENEWAL / ITEMS
Old Circlet Of Bones [1]
#18982Armor
Old_Circlet_Of_Bone
Item stats
- DEF
- 10
- Slots
- 1
- Weight
- 10
- Armor level
- 1
- Buy price
- 10 z
- Sell price
- 5 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Headgear (Top)
- Gender
- Both
- Required level
- 170+
- Jobs
- Assassin
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- Restricted: Dropping, Trading, NPC selling, Cart storage, Guild storage, Mail, Auction
Old Circlet Of Bones description & effects
Cannot be traded.
All Stats + 1.
Increase critical damage by 1% and increase attack speed by 1% per 1 refine level.
MaxHP, MaxSP +1% per 2 refine levels.
Increase damage of Cross Impact by 15% per 2 refine levels.
Increase damage of Cross Ripper Slasher by 20% per 2 refine levels.
Type : Helm Defense : 10
Location : Upper Weight : 10
Required Level : 170
Class : Guillotine Cross
Item effect script
.@r = getrefine();
bonus bAllStats,1;
bonus bCritAtkRate,.@r;
bonus bAspdRate,.@r;
bonus bMaxHPrate,(.@r/2);
bonus bMaxSPrate,(.@r/2);
bonus2 bSkillAtk,"GC_CROSSIMPACT",15*(.@r/2);
bonus2 bSkillAtk,"GC_CROSSRIPPERSLASHER",20*(.@r/2);
TRY IT ON
8 directions · original animationsSee it on your character
Loading character preview…
SouthDrag to rotate
The preview shows appearance; equipment requirements are listed in the item details.
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
autobonus3 "{ bonus bStr,200; }",1000,20000,"GC_COUNTERSLASH";
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus2 bSkillAtk,"GC_COUNTERSLASH",3*(.@r/2);
if (.@r>=12)
bonus2 bAddRace,RC_All,5;
Set 3
Set effect
bonus2 bIgnoreDefRaceRate,RC_All,15;
bonus2 bAddRace,RC_All,10;
Set 4
Set effect
bonus2 bIgnoreDefRaceRate,RC_All,15;
bonus2 bAddRace,RC_All,10;
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus bCritAtkRate,3*(.@r/2);
if (.@r >= 12)
bonus2 bIgnoreDefRaceRate,RC_All,25;
Set 6
Set effect
bonus bLongAtkRate,10;
bonus2 bSkillCooldown,"ASC_BREAKER",-150;
Set 7
Set effect
bonus2 bSkillAtk,"ASC_METEORASSAULT",6*getequiprefinerycnt(EQI_HEAD_TOP);
Set 8
Set effect
bonus2 bSkillAtk,"ASC_METEORASSAULT",6*getequiprefinerycnt(EQI_HEAD_TOP);
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"ASC_METEORASSAULT",30*(.@r/3);
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"ASC_METEORASSAULT",30*(.@r/3);
Set 11
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"ASC_METEORASSAULT",30*(.@r/3);
Set 12
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"ASC_METEORASSAULT",30*(.@r/3);
Set 13
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSkillCooldown,"GC_DARKCROW",-10000;
bonus2 bAddRace,RC_All,4*(.@r/2);
bonus2 bSkillAtk,"GC_CROSSIMPACT",10*(.@r/2);
Set 14
Set effect
bonus2 bSkillAtk,"GC_CROSSIMPACT",60;












