
RENEWAL / ITEMS
Celine's Dress [1]
#450179Armor
Celine_Dress
Item stats
- DEF
- 40
- Slots
- 1
- Weight
- 50
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Armor
- Gender
- Both
- Required level
- 130+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Celine's Dress description & effects
A dress worn by Celine.
There are marks that look like old blood.
MATK + 50.
When Refined to 7, Variable Casting Time decreased by 10%.
When Refined to 9, all element magic damage increased by 10%.
When Refined to 11, Delay After Skill decreased by 10%.
When Refined to 12, Delay After Skill additionally decreased by 5%.
When worn together with Evilspirit Gloves,
MATK + 10%, probability of Perfect Hit increased by 10%, magical damage given to enemies of all sizes increased by 15%,
When attacking with physical attacks, increases magic damage too all race monsters by 15% for 10 seconds with a fixed probability(excluding players).
When worn together with Celine Ribbon,
Holy, Shadow, Poison, Ghost element magic damage increased by % based on sum of Celine Ribbon and Celine Dress refine level.
When the sum of Refine is higher than 19, MATK + 15%.
When the sum of Refine is higher than 23, 20% increase in magic damage to enemies of all elements.
When worn together with Celine Brooch Type K,
Per each Refine of Celine Dress, MATK + 10.
When Celine Dress is Refined to 9, Variable Casting Time decreased by 5%.
When Celine Dress is Refined to 11, damage of Water, Wind, Earth, Fire, Neutral element magic attacks increased by 10%.
When Celine Dress is Refined to 13, the armor is indesctructible.
Class : Armor Defense : 40
Weight : 50
Requires Level : 130
Usable By : All Jobs
Item effect script
.@r = getrefine();
bonus bMatk,50;
if (.@r>=7) {
bonus bVariableCastrate,-10;
if (.@r>=9) {
bonus2 bMagicAtkEle,Ele_All,10;
if (.@r>=11) {
bonus bDelayrate,-10;
if (.@r>=12) {
bonus bDelayrate,-5;
}
}
}
}
Equipment sets
Set 1
Set effect
bonus2 bMagicAddSize,Size_All,15;
bonus bPerfectHitAddRate,10;
bonus bMatkRate,10;
autobonus "{ bonus2 bMagicAddRace,RC_All,15; bonus2 bMagicAddRace,RC_Player_Human,-15; bonus2 bMagicAddRace,RC_Player_Doram,-15; }",1,10000,BF_WEAPON;
Set 2
Set effect
.@sum = getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bMagicAtkEle,Ele_Ghost,.@sum;
bonus2 bMagicAtkEle,Ele_Poison,.@sum;
bonus2 bMagicAtkEle,Ele_Holy,.@sum;
bonus2 bMagicAtkEle,Ele_Dark,.@sum;
if (.@sum >= 19) {
bonus bMatkRate,15;
if (.@sum >= 23) {
bonus2 bMagicAddEle,Ele_All,20;
}
}
Set 3
Set effect
.@sum = getequiprefinerycnt(EQI_ARMOR);
bonus bMatk,(10*.@sum);
if (.@sum >= 9) {
bonus bVariableCastrate,-5;
if (.@sum >= 11) {
bonus2 bMagicAtkEle,Ele_Neutral,10;
bonus2 bMagicAtkEle,Ele_Fire,10;
bonus2 bMagicAtkEle,Ele_Earth,10;
bonus2 bMagicAtkEle,Ele_Water,10;
bonus2 bMagicAtkEle,Ele_Wind,10;
if (.@sum >= 13) {
bonus bUnbreakableArmor;
}
}
}










