Artwork unavailable
RENEWAL / ITEMS
[NFS] Mob Scarf
#420308Armor
Comp_Mob_Scarf
Item stats
- Weight
- 10
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Headgear (Lower)
- Gender
- Both
- Required level
- 100+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- No
- Trading & storage
- Restricted: Dropping, Trading, Cart storage, Storage, Guild storage, Mail, Auction
No description is available. Available properties and effects are shown below.
Item effect script
skill "SA_SPELLBREAKER",2;
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
.@a = (readparam(bStr)+readparam(bLuk))/80;
.@b = (readparam(bAgi)+readparam(bVit))/80;
.@c = (readparam(bInt)+readparam(bDex))/80;
bonus bMaxHPrate,5*.@b;
bonus2 bAddClass,Class_All,6*.@a;
bonus bMatk,120*.@c;
bonus bCritical,5*.@a;
bonus bAspdRate,5*.@b;
bonus bVariableCastrate,-3*.@c;
bonus bCritAtkRate,10*.@a;
bonus2 bSubRace,RC_DemiHuman,((2*.@b)+2);
bonus2 bSubRace,RC_Player_Human,((2*.@b)+2);
bonus bHealPower,10*.@c;
Set 2
Set effect
.@a = (readparam(bStr)+readparam(bLuk))/80;
.@b = (readparam(bAgi)+readparam(bVit))/80;
.@c = (readparam(bInt)+readparam(bDex))/80;
bonus bMaxHPrate,5*.@b;
bonus2 bAddClass,Class_All,6*.@a;
bonus bMatk,120*.@c;
bonus bCritical,5*.@a;
bonus bAspdRate,5*.@b;
bonus bVariableCastrate,-3*.@c;
bonus bCritAtkRate,10*.@a;
bonus2 bSubRace,RC_DemiHuman,((2*.@b)+2);
bonus2 bSubRace,RC_Player_Human,((2*.@b)+2);
bonus bHealPower,10*.@c;
Set 3
Set effect
.@a = (readparam(bStr)+readparam(bLuk))/80;
.@b = (readparam(bAgi)+readparam(bVit))/80;
.@c = (readparam(bInt)+readparam(bDex))/80;
bonus bMaxHPrate,5*.@b;
bonus2 bAddClass,Class_All,6*.@a;
bonus bMatk,120*.@c;
bonus bCritical,5*.@a;
bonus bAspdRate,5*.@b;
bonus bVariableCastrate,-3*.@c;
bonus bCritAtkRate,10*.@a;
bonus2 bSubRace,RC_DemiHuman,((2*.@b)+2);
bonus2 bSubRace,RC_Player_Human,((2*.@b)+2);
bonus bHealPower,10*.@c;
Set 4
Set effect
.@a = (readparam(bStr)+readparam(bLuk))/80;
.@b = (readparam(bAgi)+readparam(bVit))/80;
.@c = (readparam(bInt)+readparam(bDex))/80;
bonus bMaxHPrate,5*.@b;
bonus2 bAddClass,Class_All,6*.@a;
bonus bMatk,120*.@c;
bonus bCritical,5*.@a;
bonus bAspdRate,5*.@b;
bonus bVariableCastrate,-3*.@c;
bonus bCritAtkRate,10*.@a;
bonus2 bSubRace,RC_DemiHuman,((2*.@b)+2);
bonus2 bSubRace,RC_Player_Human,((2*.@b)+2);
bonus bHealPower,10*.@c;
Set 5
Set effect
.@a = (readparam(bStr)+readparam(bLuk))/80;
.@b = (readparam(bAgi)+readparam(bVit))/80;
.@c = (readparam(bInt)+readparam(bDex))/80;
bonus bMaxHPrate,5*.@b;
bonus2 bAddClass,Class_All,6*.@a;
bonus bMatk,120*.@c;
bonus bCritical,5*.@a;
bonus bAspdRate,5*.@b;
bonus bVariableCastrate,-3*.@c;
bonus bCritAtkRate,10*.@a;
bonus2 bSubRace,RC_DemiHuman,((2*.@b)+2);
bonus2 bSubRace,RC_Player_Human,((2*.@b)+2);
bonus bHealPower,10*.@c;



