
RENEWAL / ITEMS
Lion Crown [1]
#400119Armor
BioWeapon_Helm_SR
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
- Monk
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Lion 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, MHP +10%.
If refine rate is 11 or higher, increases physical damage against all size enemies by 10%.
------------------------
Set Bonus:
Biolab Lion Crown
Combo Fist
Increases physical damage against all size enemies by 10%.
Increases Chain Crush Combo damage by 10% per refine rate of Combo Fist.
------------------------
Set Bonus:
Biolab Lion Crown
Asura Bandage
Increases long ranged physical damage by 10%.
Increases Knuckle Arrow damage by 10% per refine rate of Asura Bandage.
------------------------
Set Bonus:
Biolab Lion Crown
Bright Mace
Increases long ranged physical damage by 10%.
Increases Throw Spirit Sphere damage by 10% per refine rate of Bright Mace.
------------------------
Type : Headgear
Def : 10
Location : Upper
Weight : 10
Required Level : 170
Class : Sura Class
Item effect script
.@r = getrefine();
bonus bBaseAtk,20*(.@r/2);
if (.@r>=7) {
bonus bAspdRate,10;
}
if (.@r>=9) {
bonus bMaxHPrate,10;
}
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);
bonus2 bAddSize,Size_All,10;
bonus2 bSkillAtk,"CH_CHAINCRUSH",10*.@r_weapon;
Set 2
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,10;
bonus2 bSkillAtk,"SR_KNUCKLEARROW",10*.@r_weapon;
Set 3
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,10;
bonus2 bSkillAtk,"MO_FINGEROFFENSIVE",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 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) {
bonus bLongAtkRate,30;
if (.@sum >= 35) {
bonus2 bIgnoreDefRaceRate,RC_All,40;
bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-40;
bonus2 bIgnoreDefRaceRate,RC_Player_Human,-40;
}
}













