Game version
Spinel Diadem artwork from Ragnarok Online
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%. ------------------------ 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;
}
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8 directions · original animations

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Equipment 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;
   }
}
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