Game version
Illusion Apple of Archer artwork from Ragnarok Online
RENEWAL / ITEMS

Illusion Apple of Archer [1]

#19210Armor

Apple_Of_Archer_IL

Item stats

DEF
1
Slots
1
Weight
20
Armor level
1
Buy price
20 z
Sell price
10 z

Usage & restrictions

Type
Armor
Equipment position
Headgear (Top)
Gender
Both
Required level
99+
Jobs
All jobs except Novice, Super Novice
Class tiers
All tiers
Refineable
Yes
Trading & storage
No restrictions

Illusion Apple of Archer description & effects

A headgear made in the honor of the legendary archer who shot an apple, on top of a friend's head, from a long distance. Class: Headgear Position: Upper Defense: 1 Weight: 20 Requires Level: 99 Usable By: All Jobs except Novice Jobs Dex + 3 Additional Dex + 1 per 2 upgrade levels of the item. Set Bonus Illusion Ballista [2] Illusion Apple of Archer [1] ATK + 50 Increases long-ranged damage on targets by 5%. If Illusion Ballista [2] and Illusion Apple of Archer [1] upgrade levels are +7 or higher, Increases the damage of Arrow Storm by 20%. If the combined upgrade levels of Illusion Ballista [2] and Illusion Apple of Archer [1] upgrade levels are +18 or higher, ATK + 10% If the combined upgrade levels of Illusion Ballista [2] and Illusion Apple of Archer [1] upgrade levels are +22 or higher, Increases the damage of Arrow Storm by an additional 30%.
Item effect script
bonus bDex,(3+(getrefine()/2));
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8 directions · original animations

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Equipment sets

Set 1

Set effect

bonus bVariableCastrate,-15;
.@eq = getequiprefinerycnt(EQI_HEAD_TOP);
.@weapon = getequiprefinerycnt(EQI_HAND_R);
if (.@eq >= 7 && .@weapon >= 7) {
   .@val = 25;
}
if ((.@eq + .@weapon) >= 18) {
   .@val += 25;
   if ((.@eq + .@weapon) >= 22) {
      bonus2 bSkillCooldown,"KO_HUUMARANKA",-1000;
   }
}
if (.@val) {
   bonus2 bSkillAtk,"KO_HUUMARANKA",.@val;
}

Set 2

Set effect

bonus bBaseAtk,50;
.@eq = getequiprefinerycnt(EQI_HEAD_TOP);
.@weapon = getequiprefinerycnt(EQI_HAND_R);
if (.@eq >= 7 && .@weapon >= 7) {
   .@val = 30;
}
if ((.@eq + .@weapon) >= 18) {
   bonus bLongAtkRate,10;
   if ((.@eq + .@weapon) >= 22) {
      .@val += 20;
   }
}
if (.@val) {
   bonus2 bSkillAtk,"KO_HAPPOKUNAI",.@val;
}

Set 3

Set effect

.@weapon = getequiprefinerycnt(EQI_HAND_R);
.@eq = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bLongAtkRate,5;
if (.@weapon >= 7 && .@eq >= 7) {
   .@val = 20;
}
if ((.@weapon + .@eq) >= 18) {
   bonus bAtkRate,10;
}
if ((.@weapon + .@eq) >= 22) {
   .@val += 30;
}
if (.@val) {
   bonus2 bSkillAtk,"RA_ARROWSTORM",.@val;
}

Set 4

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bBaseAtk,10*(.@r/2);
bonus bDex,3*(.@r/2);
bonus2 bAddSize,Size_All,2*(.@r/2);
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