
RENEWAL / ITEMS
Loki & Nidhoggur's Hat [1]
#19050Armor
Loki_Nidhogg_Hat
Item stats
- Slots
- 1
- Weight
- 10
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 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
No description is available. Available properties and effects are shown below.
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
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 7) {
bonus bDelayrate,-1 - ( .@r >= 9 ) ? 1 : 0;
}
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 7) {
bonus bLongAtkRate,2 + ( .@r >= 9 ) ? 1 : 0;
}
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 7) {
bonus bUseSPrate,-2 - ( .@r >= 9 ) ? 1 : 0;
}
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 7) {
bonus bMatk,10 + ( .@r >= 9 ) ? 10 : 0;
}
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 7) {
bonus bBaseAtk,2 + ( .@r >= 9 ) ? 5 : 0;
}
Set 6
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 7) {
bonus bBaseAtk,4 + ( .@r >= 9 ) ? 2 : 0;
bonus bHit,3 + ( .@r > 9 ) ? 1 : 0;
}
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 7) {
bonus2 bMagicAddRace,RC_All,1 + ( .@r >= 9 ) ? 1 : 0;
}
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 7) {
bonus bVariableCastrate,-1 - ( .@r >= 9 ) ? 1 : 0;
}
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 7) {
bonus2 bAddRace,RC_All,1 + ( .@r >= 9 ) ? 1 : 0;
}
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 7) {
bonus bAspdRate,1 + ( .@r >= 9 ) ? 1 : 0;
}
Set 11
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 7) {
setarray .@skills$, "AL_HEAL", "PR_SANCTUARY", "AM_POTIONPITCHER", "AB_HIGHNESSHEAL", "AB_CHEAL";
for( .@i = 0; .@i < getarraysize(.@skills$); .@i++) {
bonus2 bSkillHeal,.@skills$[.@i],2 + ( .@r >= 9 ) ? 2 : 0;
}
}
Set 12
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 7) {
setarray .@skills$, "AL_HEAL", "PR_SANCTUARY", "AM_POTIONPITCHER", "AB_HIGHNESSHEAL", "AB_CHEAL";
for( .@i = 0; .@i < getarraysize(.@skills$); .@i++) {
bonus2 bSkillHeal2,.@skills$[.@i],2 + ( .@r >= 9 ) ? 2 : 0; /* TODO: Depending on some recovery items HP recovery amount + 1% or if refine >= 9 + 2% */
}
}
/* TODO: Depending on some recovery items HP recovery amount + 1% or if refine >= 9 + 2% */

