
RENEWAL / ITEMS
Illusion Shoes [1]
#22133Armor
Shoes_IL
Item stats
- DEF
- 10
- Slots
- 1
- Weight
- 40
- Armor level
- 1
- Buy price
- 20 z
- Sell price
- 10 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Footgear
- Gender
- Both
- Required level
- 99+
- Jobs
- All jobs except Novice, Super Novice
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Illusion Shoes description & effects
A pair of shoes made of supple, high quality leather.
Class: Shoes
Defense: 10
Weight: 40
Requires Level: 99
Usable By: All Jobs except Novice Jobs
Max HP + 100
Additional Max HP + 100 per upgrade level of the item.
Max SP + 10
Additional Max SP + 5 per upgrade level of the item.
Item effect script
.@r = getrefine();
bonus bMaxHP,(100+(100*.@r));
bonus bMaxSP,(10+(5*.@r));
Equipment sets
Set 1
Set effect
bonus bBaseAtk,40;
.@eq = getequiprefinerycnt(EQI_SHOES);
.@weapon = getequiprefinerycnt(EQI_HAND_R);
if (.@eq >= 7 && .@weapon >= 7) {
bonus2 bSkillAtk,"NC_AXEBOOMERANG",15;
}
if ((.@eq + .@weapon) >= 18) {
bonus bAtkRate,10;
if ((.@eq + .@weapon) >= 22) {
bonus bLongAtkRate,10;
}
}
Set 2
Set effect
bonus bAspdRate,8;
.@eq = getequiprefinerycnt(EQI_SHOES);
.@weapon = getequiprefinerycnt(EQI_HAND_R);
if (.@eq >= 7 && .@weapon >= 7) {
.@val = 20;
}
if ((.@eq + .@weapon) >= 18) {
bonus bLongAtkRate,10;
if ((.@eq + .@weapon) >= 22) {
.@val += 30;
}
}
if (.@val) {
bonus2 bSkillAtk,"LG_BANISHINGPOINT",.@val;
}
Set 3
Set effect
bonus bBaseAtk,40;
.@eq = getequiprefinerycnt(EQI_SHOES);
.@weapon = getequiprefinerycnt(EQI_HAND_R);
if (.@eq >= 7 && .@weapon >= 7) {
.@val = 20;
}
if ((.@eq + .@weapon) >= 18) {
bonus bAtkRate,10;
if ((.@eq + .@weapon) >= 22) {
.@val += 20;
}
}
if (.@val) {
bonus2 bSkillAtk,"RK_HUNDREDSPEAR",.@val;
}
Set 4
Set effect
.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_SHOES);
bonus bMatk,40;
if (.@sum >= 7) {
bonus2 bMagicAtkEle,Ele_Neutral,5;
}
if (.@sum >= 18) {
bonus2 bSkillAtk,"WM_REVERBERATION",20;
}
if (.@sum >= 22) {
bonus2 bSkillFixedCast,"WM_REVERBERATION",-500;
}
Set 5
Set effect
.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_SHOES);
bonus bMatk,40;
if (.@sum >= 7) {
bonus2 bMagicAtkEle,Ele_Neutral,5;
}
if (.@sum >= 18) {
bonus2 bSkillAtk,"WM_REVERBERATION",20;
}
if (.@sum >= 22) {
bonus2 bSkillFixedCast,"WM_REVERBERATION",-500;
}
Set 6
Set effect
bonus bMaxHPrate,10;
bonus bMaxSPrate,10;
if (getequiprefinerycnt(EQI_SHOES)>=9) {
bonus bAspdRate,10;
bonus bFixedCast,-500;
}











