
RENEWAL / ITEMS
Temporal Circlet (Shadow Chaser) [1]
#19479Armor
S_Circlet_Of_Time_SC
Item stats
- DEF
- 10
- Slots
- 1
- Weight
- 0
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Headgear (Top)
- Gender
- Both
- Required level
- 170+
- Jobs
- Rogue
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- Restricted: Dropping, Trading, Cart storage, Guild storage, Mail, Auction
Temporal Circlet (Shadow Chaser) description & effects
Circlet crafted with ores and gems generated in the nick of time.
You have received special energy from Hugin and have strength.
------------------------
ATK + 15 per 2 refine rate.
Increases ASPD by 2% per 3 refine rate.
------------------------
Increases Fatal Menace and Feint Bomb damage by 30% per 3 refine rate.
------------------------
ATK + 2% per 4 refine rate.
------------------------
If refine rate is 11 or higher, reduces global cooldown by 5%.
------------------------
Class : Headgear
Def : 10
Weight : 0
Required Level : 170
Job : Shadow Chaser
Item effect script
.@r = getrefine();
bonus bBaseAtk,15*(.@r/2);
bonus bAspdRate,2*(.@r/3);
bonus2 bSkillAtk,"SC_FATALMENACE",30*(.@r/3);
bonus2 bSkillAtk,"SC_FEINTBOMB",30*(.@r/3);
bonus bAtkRate,2*(.@r/4);
if (.@r>=11) {
bonus bDelayrate,-5;
}
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
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r/2);
bonus2 bSkillAtk,"SC_TRIANGLESHOT",10*(.@r/2);
bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",5*(.@r/3);
bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",5*(.@r/3);
if (.@r>=12) {
skill "WM_SEVERE_RAINSTORM",5;
}
else if (.@r<=11) {
skill "WM_SEVERE_RAINSTORM",3;
}
Set 2
Set effect
bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-1500;
Set 3
Set effect
bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-1500;
Set 4
Set effect
bonus bCritical,15;
bonus2 bSkillAtk,"ABC_FRENZY_SHOT",15;
Set 5
Set effect
bonus bCritical,15;
bonus2 bSkillAtk,"ABC_FRENZY_SHOT",15;
Set 6
Set effect
skill "AL_BLESSING",10;
bonus bDelayrate,-20;
bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT",BaseLevel/10;
bonus2 bSkillAtk,"ABC_CHAIN_REACTION_SHOT_ATK",BaseLevel/10;
bonus2 bSkillAtk,"ABC_FRENZY_SHOT",BaseLevel/10;
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bDelayrate,-5;
bonus2 bSkillAtk,"SC_FATALMENACE",15*(.@r/2);
bonus2 bSkillAtk,"SC_TRIANGLESHOT",15*(.@r/2);
bonus2 bAddSize,Size_All,4*(.@r/3);
if (.@r>=11)
autobonus "{ bonus2 bAddClass,Class_All,20; bonus bAgi,100; }",30,10000,BF_WEAPON;
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bDelayrate,-5;
bonus2 bSkillAtk,"SC_FATALMENACE",15*(.@r/2);
bonus2 bSkillAtk,"SC_TRIANGLESHOT",15*(.@r/2);
bonus2 bAddSize,Size_All,4*(.@r/3);
if (.@r>=11)
autobonus "{ bonus2 bAddClass,Class_All,20; bonus bAgi,100; }",30,10000,BF_WEAPON;
Set 9
Set effect
if ((getequiprefinerycnt(EQI_HEAD_TOP) + getequiprefinerycnt(EQI_GARMENT)) >= 21)
bonus2 bSkillAtk,"SC_FATALMENACE",50;












