
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;
}
}
}












