
RENEWAL / ITEMS
Temporal Circlet (Sorcerer) [1]
#19483Armor
S_Circlet_Of_Time_SO
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
- Sage
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- Restricted: Dropping, Trading, Cart storage, Guild storage, Mail, Auction
Temporal Circlet (Sorcerer) description & effects
Circlet crafted with ores and gems generated in the nick of time.
You have received special energy from Hugin and have strength.
------------------------
MATK + 15 per 2 refine rate.
Reduces variable casting time by 3% per 3 refine rate.
------------------------
Increases Psychic Wave and Diamond Dust damage by 20% per 3 refine rate.
------------------------
Increases neutral and water property magical damage by 5% per 4 refine rate.
------------------------
If refine rate is 11 or higher, MATK + 5%.
------------------------
Class : Headgear
Def : 10
Weight : 0
Required Level : 170
Job : Sorcerer
Item effect script
.@r = getrefine();
bonus bMatk,15*(.@r/2);
bonus bVariableCastrate,-3*(.@r/3);
bonus2 bSkillAtk,"SO_DIAMONDDUST",20*(.@r/3);
bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",20*(.@r/3);
bonus2 bMagicAtkEle,Ele_Neutral,5*(.@r/4);
bonus2 bMagicAtkEle,Ele_Water,5*(.@r/4);
if (.@r>=11) {
bonus bMatkRate,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 bMagicAtkEle,Ele_Earth,8;
bonus2 bMagicAtkEle,Ele_Water,8;
bonus2 bSkillAtk,"SO_EARTHGRAVE",8*(.@r/2);
bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",8*(.@r/2);
bonus2 bSkillAtk,"EM_DIAMOND_STORM",5*(.@r/3);
Set 2
Set effect
bonus bDelayrate,-5;
bonus2 bSkillCooldown,"SO_EARTHGRAVE",-1000;
Set 3
Set effect
bonus bDelayrate,-5;
bonus2 bSkillCooldown,"SO_EARTHGRAVE",-1000;
Set 4
Set effect
bonus2 bMagicAddEle,Ele_All,8;
bonus2 bSkillCooldown,"SO_PSYCHIC_WAVE",-1000;
Set 5
Set effect
bonus2 bMagicAddEle,Ele_All,8;
bonus2 bSkillCooldown,"SO_PSYCHIC_WAVE",-1000;
Set 6
Set effect
skill "AL_BLESSING",10;
bonus bDelayrate,-20;
bonus2 bSkillAtk,"EM_CONFLAGRATION",BaseLevel/10;
bonus2 bSkillAtk,"EM_DIAMOND_STORM",BaseLevel/10;
bonus2 bSkillAtk,"EM_LIGHTNING_LAND",BaseLevel/10;
bonus2 bSkillAtk,"EM_TERRA_DRIVE",BaseLevel/10;
bonus2 bSkillAtk,"EM_VENOM_SWAMP",BaseLevel/10;
bonus2 bSkillAtk,"EM_ELEMENTAL_BUSTER",BaseLevel/10;
bonus2 bSkillAtk,"EM_ELEMENTAL_BUSTER_FIRE",BaseLevel/10;
bonus2 bSkillAtk,"EM_ELEMENTAL_BUSTER_WATER",BaseLevel/10;
bonus2 bSkillAtk,"EM_ELEMENTAL_BUSTER_WIND",BaseLevel/10;
bonus2 bSkillAtk,"EM_ELEMENTAL_BUSTER_POISON",BaseLevel/10;
bonus2 bSkillAtk,"EM_ELEMENTAL_BUSTER_GROUND",BaseLevel/10;
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bDelayrate,-5;
bonus2 bMagicAddSize,Size_All,4*(.@r/3);
if (.@r>=11)
autobonus "{ bonus bMatkRate,20; bonus bInt,100; }",30,10000,BF_MAGIC;
Set 8
Set effect
if ((getequiprefinerycnt(EQI_HEAD_TOP) + getequiprefinerycnt(EQI_GARMENT)) >= 21) {
bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",50;
bonus2 bSkillAtk,"SO_DIAMONDDUST",50;
}










