
RENEWAL / ITEMS
Jade Crown [1]
#400094Armor
BioWeapon_Helm_WL
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
- Wizard
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Jade Crown description & effects
For every 2 refine levels, MATK +2% and increases SP recovery rate by 6%.
If refine rate is 7 or higher, All Basic Stat +3.
If refine rate is 9 or higher, MATK +4%.
If refine rate is 11 or higher, increases Neutral, Fire, and Ghost property magical damage by 20%.
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Set Bonus:
Biolab Aquarius Crown
Crimson Rose Stick
Reduces cooldown of Crimson Rock by 1 second.
increases Crimson Rock damage by 3% per refine rate of Crimson Rose Stick.
------------------------
Set Bonus:
Biolab Aquarius Crown
Staff of Miracle
Increases Ghost property magical damage by 3%.
Increases Soul Expansion damage by 3% per refine rate of Staff of Miracle.
------------------------
Set Bonus:
Biolab Aquarius Crown
Gravitation Staff
Increases Neutral property magical damage by 3%.
Increases Gravitational Field and Comet damage by 3% per refine rate of Gravitation Staff.
------------------------
Type : Headgear
Def : 10
Location : Upper
Weight : 10
Required Level : 170
Class : Warlock Class
Item effect script
.@r = getrefine();
bonus bSPrecovRate,6*(.@r/2);
bonus bMatkRate,2*(.@r/2);
if (.@r>=7) {
bonus bAllStats,3;
}
if (.@r>=9) {
bonus bMatkRate,4;
}
if (.@r>=11) {
bonus2 bMagicAtkEle,Ele_Ghost,20;
bonus2 bMagicAtkEle,Ele_Neutral,20;
bonus2 bMagicAtkEle,Ele_Fire,20;
}
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_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_Ghost,3;
bonus2 bSkillAtk,"WL_SOULEXPANSION",3*.@r_weapon;
Set 2
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_Neutral,3;
bonus2 bSkillAtk,"HW_GRAVITATION",3*.@r_weapon;
bonus2 bSkillAtk,"WL_COMET",3*.@r_weapon;
Set 3
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillCooldown,"WL_CRIMSONROCK",-1000;
bonus2 bSkillAtk,"WL_CRIMSONROCK",3*.@r_weapon;
Set 4
Set effect
.@sum = getequiprefinerycnt(EQI_HEAD_TOP) + getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_SHOES);
if (.@sum >= 33) {
bonus2 bMagicAddRace,RC_All,20;
autobonus "{ bonus bMatkRate,30; }",30,10000,BF_MAGIC;
if (.@sum >= 35) {
bonus2 bIgnoreMdefRaceRate,RC_All,40;
bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-40;
bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-40;
}
}
Set 5
Set effect
.@sum = getequiprefinerycnt(EQI_HEAD_TOP) + getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_SHOES);
if (.@sum >= 33) {
bonus2 bMagicAddRace,RC_All,20;
autobonus "{ bonus bMatkRate,30; }",30,10000,BF_MAGIC;
if (.@sum >= 35) {
bonus2 bIgnoreMdefRaceRate,RC_All,40;
bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-40;
bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-40;
}
}













