
RENEWAL / ITEMS
Spinel Diadem [1]
#400095Armor
BioWeapon_Helm_SO
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
- Sage
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Spinel Diadem 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, reduces variable casting time by 10%.
If refine rate is 11 or higher, increases Neutral, Earth, and Water property magical damage by 20%.
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Set Bonus:
Biolab Aquarius Diadem
Boltgin
MATK +2%.
increases Fire Bolt, Cold Bolt and Lightning Bolt damage by 3% per refine rate of Boltgin.
------------------------
Set Bonus:
Biolab Aquarius Diadem
Psychic Spear Rod
Increases Neutral and Wind property magical damage by 3%.
Increases Varetyr Spear damage by 3% per refine rate of Psychic Spear Rod.
------------------------
Set Bonus:
Biolab Aquarius Diadem
Dust Grave
Increases Water and Earth property magical damage by 3%.
Increases Diamond Dust damage by 3% per refine rate of Dust Grave.
------------------------
Type : Headgear
Def : 10
Location : Upper
Weight : 10
Required Level : 170
Class : Sorcerer 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 bVariableCastrate,-10;
}
if (.@r>=11) {
bonus2 bMagicAtkEle,Ele_Neutral,20;
bonus2 bMagicAtkEle,Ele_Earth,20;
bonus2 bMagicAtkEle,Ele_Water,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_Neutral,3;
bonus2 bMagicAtkEle,Ele_Wind,3;
bonus2 bSkillAtk,"SO_VARETYR_SPEAR",3*.@r_weapon;
Set 2
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_Earth,3;
bonus2 bMagicAtkEle,Ele_Water,3;
bonus2 bSkillAtk,"SO_DIAMONDDUST",3*.@r_weapon;
Set 3
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bMatkRate,2;
bonus2 bSkillAtk,"MG_LIGHTNINGBOLT",3*.@r_weapon;
bonus2 bSkillAtk,"MG_FIREBOLT",3*.@r_weapon;
bonus2 bSkillAtk,"MG_COLDBOLT",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 bInt,200; }",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 bInt,200; }",30,10000,BF_MAGIC;
if (.@sum >= 35) {
bonus2 bIgnoreMdefRaceRate,RC_All,40;
bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-40;
bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-40;
}
}













