Game version
Illusion Chain Mail artwork from Ragnarok Online
RENEWAL / ITEMS

Illusion Chain Mail [1]

#450146Armor

Chain_Mail_IL

Item stats

DEF
70
Slots
1
Weight
330
Armor level
1
Buy price
0 z
Sell price
0 z

Usage & restrictions

Type
Armor
Equipment position
Armor
Gender
Both
Required level
120+
Jobs
Alchemist, Assassin, Blacksmith, Crusader, Knight, Merchant, Rogue, Swordman, Thief
Class tiers
All tiers
Refineable
Yes
Trading & storage
No restrictions

Illusion Chain Mail description & effects

A protective armor made of sturdy metals. You can feel its heavy weight just by looking at it. ------------------------ MHP + 10%, MSP + 10%. ------------------------ For every refine level, ATK + 4. ------------------------ For every 3 refine level, increase physical damage against Fire and Water property monsters by 4%. ------------------------ When refined to +9 or higher, ATK + 10%. ------------------------ When refined to +11 or higher, ASPD + 10%. ------------------------ Set Bonus: Illusion Chain Mail [1] Illusion Katar of Frozen Icicle [2] ATK + 5%. ------------------------ When the refine level of each item in the set is 7 or higher, CRI + 5. ------------------------ When the total refine level of set is 18 or higher, Critical Damage + 15%. ------------------------ When the total refine level of set is 22 or higher, increase physical damage against Fire property and Insect race monsters by 10%. ------------------------ Type : Armor Def : 70 Weight : 330 Required Level : 120 Class : Swordman, Merchant, and Thief Classes
Item effect script
.@r = getrefine();
bonus bMaxHPrate,10;
bonus bMaxSPrate,10;
bonus bBaseAtk,4*.@r;
bonus2 bAddEle,Ele_Fire,4*(.@r/3);
bonus2 bAddEle,Ele_Water,4*(.@r/3);
if (.@r>=9) {
   bonus bAtkRate,10;
}
if (.@r>=11) {
   bonus bAspdRate,10;
}

Equipment sets

Set 1

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR);
bonus bAtkRate,5;
if (.@sum >= 7) {
   bonus bCritical,5;
}
if (.@sum >= 18) {
   bonus bCritAtkRate,15;
}
if (.@sum >= 22) {
   bonus2 bAddEle,Ele_Fire,10;
   bonus2 bAddRace,RC_Insect,10;
}

Set 2

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR);
bonus bBaseAtk,30;
if (.@sum >= 7) {
   bonus bCritical,5;
}
if (.@sum >= 18) {
   bonus2 bSkillAtk,"RK_STORMBLAST",20;
}
if (.@sum >= 22) {
   bonus2 bAddEle,Ele_Water,15;
   bonus2 bAddRace,RC_Fish,15;
}

Set 3

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR);
bonus bBaseAtk,30;
if (.@sum >= 7) {
   bonus bLongAtkRate,5;
}
if (.@sum >= 18) {
   bonus2 bSkillAtk,"LK_SPIRALPIERCE",20;
}
if (.@sum >= 22) {
   bonus2 bAddEle,Ele_Water,15;
   bonus2 bAddRace,RC_Fish,15;
}

Set 4

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR);
bonus bDelayrate,-15;
bonus bBaseAtk,50;
if (getequiprefinerycnt(EQI_HAND_R) >= 7 && getequiprefinerycnt(EQI_ARMOR) >= 7) {
   bonus bAspdRate,15;
   if (.@sum >= 18) {
      bonus2 bAddRace,RC_All,20;
      if (.@sum >= 22) {
         bonus bVariableCastrate,-10;
         bonus bAtkRate,15;
      }
   }
}
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