
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%.
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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
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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 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);





























