
RENEWAL / ITEMS
Issgard Magician Crown [1]
#400106Armor
Glacier_Helm_2
Item stats
- DEF
- 20
- Slots
- 1
- Weight
- 10
- Armor level
- 2
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Headgear (Top)
- Gender
- Both
- Required level
- 230+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Issgard Magician Crown description & effects
A crown imbued with the special magic of Ysgard.
It is said to be endowed with power specialized for magical combat.
SPL +7, CON +7.
Increases all property magic damage by 10%.
------------------------
For every 2 refines, MATK +3%.
------------------------
For every 3 refines, increases magical damage to all size enemies by 4%.
------------------------
When refined to +7, reduces Global Cooldown by 8%.
------------------------
When refined to +9, S.MATK +10, increases all property magic damage by 10%.
------------------------
Set Bonus:
Issgard Magician Crown [1]
Glacier Weapon Series
MATK +5%, MATK +50,
For every 3 refines of the weapon, increases ASPD +4% and increases all property magic damage by 5%.
------------------------
[Grade Bonus]
[Grade D] S.MATK +5.
[Grade C] DEF +150, MDEF +30.
[Grade B] SPL +5, CON +5.
[Grade A] RES +50, MRES +50.
------------------------
Type : Headgear
Defense : 20
Location : Upper
Weight : 10
Armor Level : 2
Required Level : 230
Usable by : All Jobs
Item effect script
.@g = getenchantgrade();
.@r = getrefine();
bonus2 bMagicAtkEle,Ele_All,10;
bonus bMatkRate,3*(.@r/2);
bonus2 bMagicAddSize,Size_All,4*(.@r/3);
if (.@r>=7) {
bonus bDelayrate,-8;
if (.@r>=9) {
bonus2 bMagicAtkEle,Ele_All,10;
bonus bSMatk,10;
}
}
if (.@g>=ENCHANTGRADE_D) {
bonus bSMatk,5;
if (.@g>=ENCHANTGRADE_C) {
bonus bMdef,30;
bonus bDef,150;
if (.@g>=ENCHANTGRADE_B) {
bonus bSpl,5;
bonus bCon,5;
if (.@g>=ENCHANTGRADE_A) {
bonus bMRes,50;
bonus bRes,50;
}
}
}
}
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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
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 2
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 3
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 4
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 5
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 6
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 7
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 8
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 9
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 10
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 11
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 12
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 13
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 14
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 15
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 16
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 17
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 18
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 19
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 20
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 21
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 22
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 23
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 24
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 25
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
Set 26
Set effect
bonus bMatkRate,5;
bonus bMatk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bMagicAtkEle,Ele_All,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);





























