
RENEWAL / ITEMS
Taurus Diadem [1]
#400099Armor
BioWeapon_Helm_GN
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
- Alchemist
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Taurus Diadem 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%.
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Set Bonus:
Biolab Taurus Diadem
Coolant Injection
Increases long ranged physical damage by 10%.
Increases Cart Cannon damage by 10% per refine rate of Coolant Injection.
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Set Bonus:
Biolab Taurus Diadem
Generod
Increases physical damage against all size enemies by 10%.
Increases Crazy Vines damage by 10% per refine rate of Generod.
------------------------
Set Bonus:
Biolab Taurus Diadem
Istal
Increases physical damage against all size enemies by 10%.
Increases Spore Explosion damage by 10% per refine rate of Istal.
------------------------
Type : Headgear
Def : 10
Location : Upper
Weight : 10
Required Level : 170
Class : Geneticist 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;
}
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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);
bonus bLongAtkRate,10;
bonus2 bSkillAtk,"GN_CARTCANNON",10*.@r_weapon;
Set 2
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bAddSize,Size_All,10;
bonus2 bSkillAtk,"GN_CRAZYWEED_ATK",10*.@r_weapon;
Set 3
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bAddSize,Size_All,10;
bonus2 bSkillAtk,"GN_SPORE_EXPLOSION",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 bVariableCastrate,"GN_CARTCANNON",-100;
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 bVariableCastrate,"GN_CARTCANNON",-100;













