
RENEWAL / ITEMS
Thanos Shooter Helmet [1]
#400141Armor
Thanos_Helm_2
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
- 190+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Thanos Shooter Helmet description & effects
A shooter helmet made as a set with Thanatos weapon.
It has the effect of increasing the performance of Thanatos' long-distance physical weapon.
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ATK +4% per 3 refine rate.
If refine rate is 7 or higher, increases attack speed (reduces delay after attack by 10%).
If refine rate is 9 or higher, increases long ranged physical damage by 10%.
If refine rate is 11 or higher, increases physical damage against all property enemies by 15%.
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Set Bonus:
Thanatos Shooter Helmet
Thanatos Sword-AD
increases physical damage against all size enemies by 10%,
increases Cart Cannon damage by 10% per 2 refine rate of weapon.
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Set Bonus:
Thanatos Shooter Helmet
Thanatos Bow-AD
increases physical damage against all race monsters by 10%,
increases Focused Arrow Strike damage by 10% per 2 refine rate of weapon.
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Set Bonus:
Thanatos Shooter Helmet
Thanatos Violin-AD
or
Thanatos Shooter Helmet
Thanatos Whipsword-AD
increases long ranged physical damage by 10%,
increases Severe Rainstorm damage by 10% per 2 refine rate of weapon.
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Class: Headgear
Defense: 10
Location: Upper
Weight: 10
Required Lv: 190
Class: All Class
Item effect script
.@r = getrefine();
bonus bAtkRate,4*(.@r/3);
if (.@r>=7) {
bonus bAspdRate,10;
if (.@r>=9) {
bonus bLongAtkRate,10;
if (.@r>=11) {
bonus2 bAddEle,Ele_All,15;
}
}
}
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,"GN_CARTCANNON",10*(.@r_weapon/2);
Set 2
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bAddRace,RC_Formless,10;
bonus2 bAddRace,RC_Undead,10;
bonus2 bAddRace,RC_Brute,10;
bonus2 bAddRace,RC_Plant,10;
bonus2 bAddRace,RC_Insect,10;
bonus2 bAddRace,RC_Fish,10;
bonus2 bAddRace,RC_Demon,10;
bonus2 bAddRace,RC_DemiHuman,10;
bonus2 bAddRace,RC_Angel,10;
bonus2 bAddRace,RC_Dragon,10;
bonus2 bSkillAtk,"SN_SHARPSHOOTING",10*(.@r_weapon/2);
Set 3
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,10;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r_weapon/2);
Set 4
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bLongAtkRate,10;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r_weapon/2);











