
RENEWAL / ITEMS
Twin Crown [1]
#400121Armor
BioWeapon_Helm_GC
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
- Assassin
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- No restrictions
Twin 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 Gemini Crown
Judgement Slasher and Repentance Slasher
Increases Critical damage by 20%.
For every 2 of the sum of refine rate of Judgement Slasher and Repentance Slasher,
increases melee and long ranged physical damage by 5%.
------------------------
Set Bonus:
Biolab Gemini Crown
Agudo Filo
Increases Cross Impact damage by 20%.
Increases meele physical damage by 5% per refine rate of Agudo Filo.
------------------------
Set Bonus:
Biolab Gemini Crown
Ripper Cross
increases long ranged physical damage by 20%.
Increases Cross Ripper Slash damage by 10% per refine rate of Ripper Cross.
------------------------
Type : Headgear
Def : 10
Location : Upper
Weight : 10
Required Level : 170
Class : Guillotine Cross 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
8 directions · original animationsSee it on your character
Loading character preview…
SouthDrag to rotate
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 bLongAtkRate,20;
bonus2 bSkillAtk,"GC_CROSSRIPPERSLASHER",10*.@r_weapon;
Set 2
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillAtk,"GC_CROSSIMPACT",20;
bonus bShortAtkRate,5*.@r_weapon;
Set 3
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bCritAtkRate,20;
bonus bShortAtkRate,5*(.@r_weapon/2);
bonus bLongAtkRate,5*(.@r_weapon/2);
Set 4
Set effect
.@sum = getequiprefinerycnt(EQI_HEAD_TOP) + getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_SHOES);
if (.@sum >= 33) {
bonus bDelayrate,-10;
bonus2 bSkillAtk,"ASC_BREAKER",20;
if (.@sum >= 35) {
bonus bNoSizeFix;
}
}
Set 5
Set effect
.@sum = getequiprefinerycnt(EQI_HEAD_TOP) + getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_SHOES);
if (.@sum >= 33) {
bonus bDelayrate,-10;
bonus2 bSkillAtk,"ASC_BREAKER",20;
if (.@sum >= 35) {
bonus bNoSizeFix;
}
}














