
RENEWAL / ITEMS
Old Camouflage Rabbit Hood [1]
#18984Armor
Old_Camo_RabbitHood
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
- Hunter
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- Restricted: Dropping, Trading, NPC selling, Cart storage, Guild storage, Mail, Auction
Old Camouflage Rabbit Hood description & effects
An old, abandoned camouflage bunny hood that emanates a mysterious aura.
Account Bound
Class: Headgear
Position: Upper
Defense: 10
Weight: 10
Requires Level: 170
Usable By: Ranger
All Stat + 1
Max HP + 1% per 2 upgrade levels of the item.
Max SP + 1% per 2 upgrade levels of the item.
Perfect Dodge + 1 per 3 upgrade levels of the item.
Increases long-ranged damage on targets by 1% per upgrade level of the item.
Increases the damage of Bomb Cluster by 15% per 2 upgrade levels of the item.
Increases the damage of Warg Strike by 10% per 2 upgrade levels of the item.
Set Bonus
Old Detachments Ring
Old Camouflage Bunny Hood [1]
Crit + 70
Increases critical damage on targets by 70%.
Item effect script
.@r = getrefine();
bonus bAllStats,1;
bonus bLongAtkRate,.@r;
bonus bFlee2,(.@r/3);
bonus bMaxHPrate,(.@r/2);
bonus bMaxSPrate,(.@r/2);
bonus2 bSkillAtk,"RA_CLUSTERBOMB",15*(.@r/2);
bonus2 bSkillAtk,"RA_WUGSTRIKE",10*(.@r/2);
TRY IT ON
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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
bonus bCritical,70;
bonus bCritAtkRate,70;
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus bLongAtkRate,2*(.@r/2);
bonus2 bSkillAtk,"RA_ARROWSTORM",5*(.@r/2);
if (.@r>=12)
bonus2 bSkillCooldown,"RA_ARROWSTORM",-500;
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus bLongAtkRate,2*(.@r/2);
bonus2 bSkillAtk,"RA_ARROWSTORM",5*(.@r/2);
if (.@r>=12)
bonus2 bSkillCooldown,"RA_ARROWSTORM",-500;
Set 4
Set effect
bonus bLongAtkRate,15;
bonus2 bSkillAtk,"RA_AIMEDBOLT",30;
Set 5
Set effect
bonus bCritAtkRate,15;
bonus2 bSkillAtk,"SN_SHARPSHOOTING",30;
skill "NJ_UTSUSEMI",1;
bonus2 bSkillCooldown,"NJ_UTSUSEMI",10000;
Set 6
Set effect
bonus bCritAtkRate,15;
bonus2 bSkillAtk,"SN_SHARPSHOOTING",30;
skill "NJ_UTSUSEMI",1;
bonus2 bSkillCooldown,"NJ_UTSUSEMI",10000;
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSkillAtk,"SN_SHARPSHOOTING",2*.@r;
bonus bDelayrate,-.@r;
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSkillAtk,"SN_SHARPSHOOTING",2*.@r;
bonus bDelayrate,-.@r;
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"SN_SHARPSHOOTING",10*(.@r/3);
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"SN_SHARPSHOOTING",10*(.@r/3);
Set 11
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"SN_SHARPSHOOTING",10*(.@r/3);
Set 12
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"SN_SHARPSHOOTING",10*(.@r/3);
Set 13
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bDelayrate,-15;
bonus2 bAddRace,RC_All,4*(.@r/2);
bonus2 bSkillAtk,"SN_SHARPSHOOTING",15*(.@r/2);
Set 14
Set effect
bonus2 bSkillAtk,"SN_SHARPSHOOTING",60;













