Game version
Issgard Ranger Crown artwork from Ragnarok Online
RENEWAL / ITEMS

Issgard Ranger Crown [1]

#400107Armor

Glacier_Helm_3

Item stats

DEF
50
Slots
1
Weight
20
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 Ranger Crown description & effects

A crown imbued with the special magic of Ysgard. It is said to be endowed with power specialized for ranged combat. POW +7, CON +7. Increases ranged physical damage by 10%. ------------------------ For every 2 refines, ATK +3%. ------------------------ For every 3 refines, increases physical damage to all size enemies by 4%. ------------------------ When refined to +7, reduces Global Cooldown by 8%. ------------------------ When refined to +9, P.ATK +10, increases ranged physical damage by 10%. ------------------------ Set Bonus: Issgard Ranger Crown [1] Glacier Weapon Series ATK +5%, ATK +50, For every 3 refines of the weapon, increases ASPD +4% and increases ranged physical damage by 5%. ------------------------ [Grade Bonus] [Grade D] P.ATK +5. [Grade C] DEF +150, MDEF +30. [Grade B] POW +5, CON +5. [Grade A] RES +50, MRES +50. ------------------------ Type : Headgear Defense : 50 Location : Upper Weight : 20 Armor Level : 2 Required Level : 230 Usable by : All Jobs
Item effect script
.@g = getenchantgrade();
.@r = getrefine();
bonus bLongAtkRate,10;
bonus bAtkRate,3*(.@r/2);
bonus2 bAddSize,Size_All,4*(.@r/3);
if (.@r>=7) {
   bonus bDelayrate,-8;
   if (.@r>=9) {
      bonus bLongAtkRate,10;
      bonus bPAtk,10;
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bPAtk,5;
   if (.@g>=ENCHANTGRADE_C) {
      bonus bMdef,30;
      bonus bDef,150;
      if (.@g>=ENCHANTGRADE_B) {
         bonus bPow,5;
         bonus bCon,5;
         if (.@g>=ENCHANTGRADE_A) {
            bonus bMRes,50;
            bonus bRes,50;
         }
      }
   }
}
TRY IT ON

See it on your character

8 directions · original animations

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The preview shows appearance; equipment requirements are listed in the item details.

Build an outfit with this item

Equipment sets

Set 1

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 2

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 3

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 4

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 5

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 6

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 7

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 8

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 9

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 10

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 11

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 12

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 13

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 14

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 15

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 16

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 17

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 18

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 19

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 20

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 21

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 22

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 23

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 24

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 25

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);

Set 26

Set effect

bonus bAtkRate,5;
bonus bBaseAtk,50;
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,5*(.@r_weapon/3);
bonus bAspdRate,4*(.@r_weapon/3);
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