
RENEWAL / ITEMS
Red Clock Casquette-LT [1]
#400267Armor
Clock_Casket_RD_LT
Item stats
- Slots
- 1
- Weight
- 10
- Armor level
- 2
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Headgear (Top)
- Gender
- Both
- Required level
- 170+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Red Clock Casquette-LT description & effects
A hat worn by the repairmen of the Aldebaran Clock Tower.
The clock model decoration is particularly attractive.
It has been modified to fit upgraded OS weapons.
Every 2 refine level, ATK +20.
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When refined to +7 or higher, decreases Variable Casting Time by 15%.
When refined to +9 or higher, increases melee and ranged physical damage by 20%.
When refined to +10 or higher, increases damage to Small and Medium size monster by 20%,
and reduces Fixed Casting Time by 0.2 seconds.
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Set Bonus:
Red Clock Casquette-LT [1]
Meuchler-OSAD [2]
ATK +70.
Every 2 refine level of weapon, increases Rolling Cutter damage by 7%.
------------------------
Set Bonus:
Red Clock Casquette-LT [1]
Circuit Board-OSAD [2]
ATK +70.
Every 2 refine level of weapon, increases Solar Explosion damage by 7%.
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Set Bonus:
Red Clock Casquette-LT [1]
Beam Claymore-OSAD [2]
reduces Ignition Break skill cooldown by 1 second.
Every 2 refine level of weapon, increases Ignition Break damage by 7%.
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Type : Headgear
Def : 0
Location : Upper
Weight : 10
Armor Level : 2
Required Level : 170
Class : All jobs
Item effect script
.@r = getrefine();
bonus bBaseAtk,20*(.@r/2);
if (.@r>=7) {
bonus bVariableCastrate,-15;
if (.@r>=9) {
bonus bLongAtkRate,20;
bonus bShortAtkRate,20;
if (.@r>=10) {
bonus bFixedCast,-200;
bonus2 bAddSize,Size_Small,20;
bonus2 bAddSize,Size_Medium,20;
}
}
}
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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 bBaseAtk,70;
bonus2 bSkillAtk,"SJ_SOLARBURST",7*(.@r_weapon/2);
Set 2
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillCooldown,"RK_IGNITIONBREAK",-1000;
bonus2 bSkillAtk,"RK_IGNITIONBREAK",7*(.@r_weapon/2);
Set 3
Set effect
.@r_weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bBaseAtk,70;
bonus2 bSkillAtk,"GC_ROLLINGCUTTER",7*(.@r_weapon/2);











