
RENEWAL / ITEMS
Time Dimensions Rune Crown (Troubadour & Trouvere) [1]
#400540Armor
Time_DM_R_Crown_TR
Item stats
- DEF
- 50
- Slots
- 1
- Weight
- 0
- Armor level
- 2
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Headgear (Top)
- Gender
- Both
- Required level
- 250+
- Jobs
- Bard Dancer
- Class tiers
- Fourth
- Refineable
- Yes
- Trading & storage
- Restricted: Dropping, Trading, NPC selling, Cart storage, Guild storage, Mail, Auction
No description is available. Available properties and effects are shown below.
Item effect script
.@g = getenchantgrade();
.@r = getrefine();
bonus bMaxHP,120*(.@r/2);
bonus bMaxSP,30*(.@r/2);
bonus bMatkRate,2*(.@r/3);
bonus bAtkRate,2*(.@r/3);
bonus2 bSkillAtk,"TR_ROSEBLOSSOM",5*(.@r/4);
bonus2 bSkillAtk,"TR_ROSEBLOSSOM_ATK",5*(.@r/4);
bonus2 bSkillAtk,"TR_METALIC_FURY",5*(.@r/4);
if (.@r>=7) {
bonus2 bMagicAtkEle,Ele_All,10;
bonus bLongAtkRate,10;
if (.@r>=9) {
bonus bPAtk,5;
bonus bSMatk,5;
if (.@r>=10) {
bonus2 bMagicAddRace,RC_All,15;
bonus2 bMagicAddRace,RC_Player_Human,-15;
bonus2 bMagicAddRace,RC_Player_Doram,-15;
bonus2 bAddRace,RC_All,15;
bonus2 bAddRace,RC_Player_Human,-15;
bonus2 bAddRace,RC_Player_Doram,-15;
if (.@r>=11) {
bonus bFixedCast,-500;
bonus bMaxHPrate,3;
}
}
}
}
if (.@g>=ENCHANTGRADE_D) {
bonus bPAtk,3;
bonus bSMatk,3;
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHPrate,3;
bonus bMaxSPrate,3;
if (.@g>=ENCHANTGRADE_B) {
bonus2 bMagicAtkEle,Ele_All,10;
bonus bLongAtkRate,10;
if (.@g>=ENCHANTGRADE_A) {
bonus2 bAddSize,Size_All,15;
bonus2 bMagicAddSize,Size_All,15;
}
}
}
}
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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
bonus bLongAtkRate,10;
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",45;
if (getenchantgrade(EQI_HAND_R)>=ENCHANTGRADE_A && getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A) {
.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",.@sum;
if (getskilllv("TR_SOUNDBLEND") > 0) {
bonus4 bAutoSpellOnSkill,"TR_RHYTHMSHOOTING","TR_SOUNDBLEND",getskilllv("TR_SOUNDBLEND"),1000;
}
}
Set 2
Set effect
bonus bLongAtkRate,10;
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",45;
if (getenchantgrade(EQI_HAND_R)>=ENCHANTGRADE_A && getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A) {
.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",.@sum;
if (getskilllv("TR_SOUNDBLEND") > 0) {
bonus4 bAutoSpellOnSkill,"TR_RHYTHMSHOOTING","TR_SOUNDBLEND",getskilllv("TR_SOUNDBLEND"),1000;
}
}
Set 3
Set effect
bonus2 bMagicAtkEle,Ele_All,10;
bonus2 bSkillAtk,"WM_REVERBERATION",45;
if (getenchantgrade(EQI_HAND_R)>=ENCHANTGRADE_A && getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A) {
.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSkillAtk,"WM_REVERBERATION",.@sum;
if (getskilllv("WM_REVERBERATION") > 0) {
bonus4 bAutoSpellOnSkill,"TR_METALIC_FURY","WM_REVERBERATION",getskilllv("WM_REVERBERATION"),1000;
}
}
Set 4
Set effect
bonus2 bMagicAtkEle,Ele_All,10;
bonus2 bSkillAtk,"WM_REVERBERATION",45;
if (getenchantgrade(EQI_HAND_R)>=ENCHANTGRADE_A && getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A) {
.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSkillAtk,"WM_REVERBERATION",.@sum;
if (getskilllv("WM_REVERBERATION") > 0) {
bonus4 bAutoSpellOnSkill,"TR_METALIC_FURY","WM_REVERBERATION",getskilllv("WM_REVERBERATION"),1000;
}
}
Set 5
Set effect
bonus2 bMagicAddEle,Ele_All,10;
bonus2 bSkillAtk,"TR_METALIC_FURY",15;
if (getenchantgrade(EQI_HAND_R)>=ENCHANTGRADE_A && getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A) {
.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_HEAD_TOP);
bonus bDelayrate,-10;
bonus2 bSkillAtk,"TR_METALIC_FURY",.@sum;
}
Set 6
Set effect
bonus2 bMagicAddEle,Ele_All,10;
bonus2 bSkillAtk,"TR_METALIC_FURY",15;
if (getenchantgrade(EQI_HAND_R)>=ENCHANTGRADE_A && getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A) {
.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_HEAD_TOP);
bonus bDelayrate,-10;
bonus2 bSkillAtk,"TR_METALIC_FURY",.@sum;
}






