
RENEWAL / ITEMS
Yorscalp Crown of Execution [1]
#400723Armor
Yorscalp_P_Circlet
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
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- Restricted: Dropping, Trading, 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,300*(.@r/2);
bonus bMaxSP,50*(.@r/2);
bonus2 bAddSize,Size_All,5*(.@r/3);
bonus bAtkRate,5*(.@r/4);
if (.@r>=7) {
bonus bLongAtkRate,10;
bonus bShortAtkRate,10;
if (.@r>=9) {
bonus bPAtk,8;
if (.@r>=10) {
bonus bAspdRate,10;
if (.@r>=11) {
bonus bFixedCast,-500;
bonus bCritical,10;
}
}
}
}
if (.@g>=ENCHANTGRADE_D) {
bonus bPAtk,7;
if (.@g>=ENCHANTGRADE_C) {
bonus2 bIgnoreResRaceRate,RC_All,5;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-5;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-5;
if (.@g>=ENCHANTGRADE_B) {
bonus2 bAddRace,RC_All,15;
bonus2 bAddRace,RC_Player_Human,-15;
bonus2 bAddRace,RC_Player_Doram,-15;
if (.@g>=ENCHANTGRADE_A) {
bonus2 bIgnoreResRaceRate,RC_All,5;
bonus2 bIgnoreResRaceRate,RC_Player_Human,-5;
bonus2 bIgnoreResRaceRate,RC_Player_Doram,-5;
}
}
}
}
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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 bAtkRate,10;
Set 2
Set effect
bonus bDelayrate,-10;
Set 3
Set effect
bonus bMaxHPrate,10;
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) {
bonus2 bSkillAtk,"DK_HACKANDSLASHER",(.@r-10)*12;
bonus2 bSkillAtk,"DK_STORMSLASH",(.@r-10)*12;
}
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) {
bonus2 bSkillAtk,"IG_IMPERIAL_CROSS",(.@r-10)*12;
bonus2 bSkillAtk,"IG_OVERSLASH",(.@r-10)*12;
}
Set 6
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) {
bonus2 bSkillAtk,"IQ_EXPOSION_BLASTER",(.@r-10)*12;
bonus2 bSkillAtk,"IQ_BLAZING_FLAME_BLAST",(.@r-10)*12;
}
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) {
bonus2 bSkillAtk,"MT_ENERGY_CANNONADE",(.@r-10)*12;
bonus2 bSkillAtk,"MT_SPARK_BLASTER",(.@r-10)*12;
}
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) {
bonus2 bSkillAtk,"BO_DUST_EXPLOSION",(.@r-10)*12;
bonus2 bSkillAtk,"BO_MYSTERY_POWDER",(.@r-10)*12;
}
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) {
bonus2 bSkillAtk,"SHC_ETERNAL_SLASH",(.@r-10)*12;
bonus2 bSkillAtk,"SHC_CROSS_SLASH",(.@r-10)*12;
}
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) {
bonus2 bSkillAtk,"WH_CRESCIVE_BOLT",(.@r-10)*12;
bonus2 bSkillAtk,"WH_WILD_WALK",(.@r-10)*12;
}
Set 11
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) {
bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",(.@r-10)*12;
bonus2 bSkillAtk,"TR_ROSEBLOSSOM",(.@r-10)*12;
bonus2 bSkillAtk,"TR_ROSEBLOSSOM_ATK",(.@r-10)*12;
}
Set 12
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) {
bonus2 bSkillAtk,"SKE_NOON_BLAST",(.@r-10)*12;
bonus2 bSkillAtk,"SKE_ALL_IN_THE_SKY",(.@r-10)*12;
}
Set 13
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) {
bonus2 bSkillAtk,"NW_MAGAZINE_FOR_ONE",(.@r-10)*12;
bonus2 bSkillAtk,"NW_WILD_SHOT",(.@r-10)*12;
}
Set 14
Set effect
bonus bLongAtkRate,10;
bonus bShortAtkRate,10;
Set 15
Set effect
bonus bPAtk,10;






