
RENEWAL / ITEMS
Plastic Blue Rose
#420310Armor
Frozen_Flower_US
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
- 110+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- No
- Trading & storage
- No restrictions
Plastic Blue Rose description & effects
A rose that is said to bloom only on frozen ground.
Is it really just an ordinary plastic rose?
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Increase physical and magical damage against Illusion of Frozen monsters by 20%.
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Set Bonus:
Plastic Blue Rose
Illusion Combo Battle Glove [2]
Reduce Tiger Cannon cooldown by 1 second.
For every 2 refine level of weapon,
MHP + 200,
Increase Sky Blow and Dragon Combo damage by 5%.
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Set Bonus:
Plastic Blue Rose
Illusion Huuma Fluttering Snow [2]
Reduce Swirling Petal cooldown by 1 second.
For every 2 refine level of weapon,
AGI + 3, DEX + 3.
Increase physical damage against all size enemies by 2%.
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Set Bonus:
Plastic Blue Rose
Illusion Sacred Mission [1]
ASPD + 1.
For every 2 refine level of shield,
Increase physical and magical damage against all property monsters by 3%.
When shield refined to +10 or higher,
ATK + 5%, MATK + 5%.
Reduce After Cast Delay by 7%.
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Type : Headgear
Def : 0
Location : Lower
Weight : 10
Required Level : 110
Class : All Jobs
Item effect script
bonus2 bAddRace2,RC2_Illusion_Frozen,20;
bonus2 bMagicAddRace2,RC2_Illusion_Frozen,20;
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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 = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillCooldown,"SR_TIGERCANNON",-1000;
bonus bMaxHP,200*(.@r/2);
bonus2 bSkillAtk,"SR_SKYNETBLOW",5*(.@r/2);
bonus2 bSkillAtk,"SR_DRAGONCOMBO",5*(.@r/2);
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillCooldown,"KO_HUUMARANKA",-1000;
bonus bAgi,3*(.@r/2);
bonus bDex,3*(.@r/2);
bonus2 bAddSize,Size_All,2*(.@r/2);
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_HAND_L);
bonus bAspd,1;
bonus2 bAddEle,Ele_All,3*(.@r/2);
bonus2 bMagicAddEle,Ele_All,3*(.@r/2);
if (.@r>=10) {
bonus bAtkRate,5;
bonus bMatkRate,5;
bonus bDelayrate,-7;
}






