
RENEWAL / ITEMS
Celestial Jewel Crown [1]
#400116Armor
BioWeapon_Helm_RA
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
- Hunter
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Celestial Jewel Crown 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%.
------------------------
Set Bonus:
Biolab Virgo Diadem
Sharp Star
Increases Critical damage by 20%.
Increases Focused Arrow Strike damage by 10% per refine rate of Sharp Star.
------------------------
Set Bonus:
Biolab Virgo Diadem
Aiming Bow
Increases long ranged physical damage by 10%.
Increases Aimed Bolt damage by 10% per refine rate of Aiming Bow.
------------------------
Set Bonus:
Biolab Virgo Diadem
Falken Shooter
Reduces cooldown of Arrow Storm by 1.8 Seconds.
Increases Arrow Storm damage by 10% per refine rate of Falken Shooter.
------------------------
Type : Headgear
Def : 10
Location : Upper
Weight : 10
Required Level : 170
Class : Ranger 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;
}
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
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bCritAtkRate,20;
bonus2 bSkillAtk,"SN_SHARPSHOOTING",10*.@r_weapon;
Set 2
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,10;
bonus2 bSkillAtk,"RA_AIMEDBOLT",10*.@r_weapon;
Set 3
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillCooldown,"RA_ARROWSTORM",-1800;
bonus2 bSkillAtk,"RA_ARROWSTORM",10*.@r_weapon;
Set 4
Set effect
.@sum = getequiprefinerycnt(EQI_HEAD_TOP) + getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_SHOES);
if (.@sum >= 33) {
autobonus3 "{ bonus2 bSkillAtk,\"RA_AIMEDBOLT\",250; }",1000,30000,"RA_UNLIMIT";
if (.@sum >= 35) {
bonus2 bIgnoreDefRaceRate,RC_All,40;
bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-40;
bonus2 bIgnoreDefRaceRate,RC_Player_Human,-40;
}
}
Set 5
Set effect
.@sum = getequiprefinerycnt(EQI_HEAD_TOP) + getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_SHOES);
if (.@sum >= 33) {
autobonus3 "{ bonus2 bSkillAtk,\"RA_AIMEDBOLT\",250; }",1000,30000,"RA_UNLIMIT";
if (.@sum >= 35) {
bonus2 bIgnoreDefRaceRate,RC_All,40;
bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-40;
bonus2 bIgnoreDefRaceRate,RC_Player_Human,-40;
}
}













