
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));
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
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);





![[Katsua]Heart Wings Hairband](/static/assets/items/4b9792e0cb7ad3236fb1a601.webp)
![[Katsua]Tiger King Doll Hat](/static/assets/items/e0d40ac28a7e6fcd19d005eb.webp)





