
RENEWAL / ITEMS
Goral Crown [1]
#400078Armor
BioWeapon_Helm_RK
Item stats
- DEF
- 10
- 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
- 170+
- Jobs
- Knight
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Goral Crown description & effects
For every 2 refine levels, ATK +20.
If refine rate is 7 or higher, ASPD +10%.
If refine rate is 9 or higher, increases long ranged physical damage by 15%.
If refine rate is 11 or higher, increases physical damage against all size enemies by 10%.
------------------------
Set Bonus:
Biolab Aries Crown
Volar
Increases critical damage by 10%.
Increases Ignition Break damage by 12% per refine rate of Volar.
------------------------
Set Bonus:
Biolab Aries Crown
Vernan
Reduces the global delay of skills by 10%.
Increases Sonic Wave damage by 12% per refine rate of Vernan.
------------------------
Set Bonus:
Biolab Aries Crown
Argen Blanco
Reduces cooldown of Hundred Spears by 0.5 Seconds.
Increases Hundred Spear damage by 10% per refine rate of Argen Blanco.
------------------------
Type : Headgear
Def : 10
Location : Upper
Weight : 10
Required Level : 170
Class : Rune Knight Class
Item effect script
.@r = getrefine();
bonus bBaseAtk,20*(.@r/2);
if (.@r>=7) {
bonus bAspdRate,10;
}
if (.@r>=9) {
bonus bLongAtkRate,15;
}
if (.@r>=11) {
bonus2 bAddSize,Size_All,10;
}
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
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bCritAtkRate,10;
bonus2 bSkillAtk,"RK_IGNITIONBREAK",12*.@r_weapon;
Set 2
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bDelayrate,-10;
bonus2 bSkillAtk,"RK_SONICWAVE",10*.@r_weapon;
Set 3
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillCooldown,"RK_HUNDREDSPEAR",-500;
bonus2 bSkillAtk,"RK_HUNDREDSPEAR",10*.@r_weapon;
Set 4
Set effect
.@sum = getequiprefinerycnt(EQI_HEAD_TOP) + getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_SHOES);
if (.@sum >= 33) {
bonus bLongAtkRate,30;
if (.@sum >= 35) {
bonus2 bIgnoreDefRaceRate,RC_All,40;
bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-40;
bonus2 bIgnoreDefRaceRate,RC_Player_Human,-40;
}
}
Set 5
Set effect
.@sum = getequiprefinerycnt(EQI_HEAD_TOP) + getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_SHOES);
if (.@sum >= 33) {
bonus bLongAtkRate,30;
if (.@sum >= 35) {
bonus2 bIgnoreDefRaceRate,RC_All,40;
bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-40;
bonus2 bIgnoreDefRaceRate,RC_Player_Human,-40;
}
}













