
RENEWAL / ITEMS
Drooping Thanatos's Dolor [1]
#400023Armor
Dolor_HatK
Item stats
- DEF
- 30
- Slots
- 1
- Weight
- 10
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Headgear (Top)
- Gender
- Both
- Required level
- Any level
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Drooping Thanatos's Dolor description & effects
A doll hat that resembles Thanatos' agony.
There's a rumor that this doll talks.
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MHP + 5%, MSP + 5%.
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Increase physical and magical damage against Shadow and Holy property enemies by 10%.
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Increase physical and magical damage against Dragon and Angel race enemies by 10%.
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For every 2 refine level, increase physical and magical damage against Shadow and Holy property enemies by additional 1%.
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For every 2 refine level, increase physical and magical damage against Dragon and Angel race enemies by by additional 1%.
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When refined to +7 or higher, ATK + 5%, MATK + 5%.
------------------------
When refined to +9 or higher, reduce Variable Casting Time by 10%.
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When refined to +11 or higher, reduce After Cast Delay by 15%.
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Type: Headgear
Def: 30
Location: Upper
Weight: 10
Required Level: 1
Class: All Jobs
Item effect script
.@r = getrefine();
bonus2 bAddRace,RC_Dragon,10+.@r/2;
bonus2 bAddRace,RC_Angel,10+.@r/2;
bonus2 bMagicAddRace,RC_Dragon,10+.@r/2;
bonus2 bMagicAddRace,RC_Angel,10+.@r/2;
bonus2 bAddEle,Ele_Holy,10+.@r/2;
bonus2 bAddEle,Ele_Dark,10+.@r/2;
bonus2 bMagicAddEle,Ele_Holy,10+.@r/2;
bonus2 bMagicAddEle,Ele_Dark,10+.@r/2;
bonus bMaxHPrate,5;
bonus bMaxSPrate,5;
if (.@r>=7) {
bonus bMatkRate,5;
bonus bAtkRate,5;
}
if (.@r>=9) {
bonus bVariableCastrate,-10;
}
if (.@r>=11) {
bonus bDelayrate,-15;
}
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);
if (.@r >= 7) {
bonus bAspdRate,10;
bonus bVariableCastrate,-10;
}
if (.@r >= 9) {
bonus bMatkRate,5;
bonus bAtkRate,5;
}
if (.@r >= 11) {
bonus bFixedCast,-500;
}
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bDelayrate,-2*(.@r/4);
if (.@r >= 7) {
autobonus "{ bonus2 bHPRegenRate,300,1000; }",40,4000,BF_MAGIC;
bonus2 bHPDrainRate,50,5;
}
if (.@r >= 9) {
bonus bMatkRate,5;
bonus bAtkRate,5;
if (.@r >= 11) {
bonus bFixedCast,-500;
}
}
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bDelayrate,-2*(.@r/4);
if (.@r >= 7) {
autobonus "{ bonus2 bSPRegenRate,70,1000; }",40,4000,BF_WEAPON;
bonus2 bSPDrainRate,10,3;
}
if (.@r >= 9) {
bonus bMatkRate,5;
bonus bAtkRate,5;
if (.@r >= 11) {
bonus bFixedCast,-500;
}
}
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus bVariableCastrate,-10;
if (@r >= 7) {
bonus2 bAddEle,Ele_Holy,15;
bonus2 bAddEle,Ele_Dark,15;
bonus2 bMagicAddEle,Ele_Holy,15;
bonus2 bMagicAddEle,Ele_Dark,15;
if (@r >= 9) {
bonus2 bAddRace,RC_Angel,15;
bonus2 bAddRace,RC_Dragon,15;
bonus2 bMagicAddRace,RC_Angel,15;
bonus2 bMagicAddRace,RC_Dragon,15;
if (@r >= 11) {
bonus2 bAddSize,Size_Medium,15;
bonus2 bAddSize,Size_Large,15;
bonus2 bMagicAddSize,Size_Medium,15;
bonus2 bMagicAddSize,Size_Large,15;
}
}
}









