Game version
Dim Glacier Armor artwork from Ragnarok Online
RENEWAL / ITEMS

Dim Glacier Armor [1]

#450270Armor

D_Glacier_Armor

Item stats

DEF
203
Slots
1
Weight
240
Armor level
2
Buy price
0 z
Sell price
0 z

Usage & restrictions

Type
Armor
Equipment position
Armor
Gender
Both
Required level
230+
Jobs
All jobs
Class tiers
All tiers
Refineable
Yes
Trading & storage
No restrictions

Dim Glacier Armor description & effects

Armor that has lost its light after being consumed by toxic demonic magic. ------------------------ ATK + 140. ------------------------ For every 2 refinement levels, POW + 1, CON + 1. ------------------------ At refinement level 7, ATK + 3%, P.ATK + 2. ------------------------ At refinement level 9, After Cast Delay - 5%, Variable Casting Time - 5%. ------------------------ At refinement level 11, melee/ranged physical damage + 10%. ------------------------ Set Bonus: Dim Glacier Armor [1] Dim Glacier Manteau [1] Dim Glacier Boots [1] melee/ranged physical damage + 5%, Variable Casting Time - 5%, After Cast Delay - 5%, ATK increases by twice the total refinement level of this set. ------------------------ Set Bonus: Dim Glacier Armor [1] Dim Glacier Manteau [1] Dim Glacier Boots [1] Dim Glacier Weapons [1] for every 3 weapon refinement levels, ATK + 10, if the weapon is Grade C or higher, P.ATK + 6, POW + 5, CON + 5, if the weapon is Grade B or higher, P.ATK + 5, POW + 5, CON + 5 additional increase, if the weapon is Grade A or higher, P.ATK + 4, POW + 5, CON + 5 additional increase, and when using Two-Handed Sword, Two-Handed Spear, Two-Handed Staff, Two-Handed Axe, Katar, Bow, Huuma Shuriken, or Firearms, physical damage to all property enemies + 20%. ------------------------ [Grade Bonus] [Grade D] ATK + 5%, POW + 5, CON + 5. [Grade C] melee/ranged physical damage + 10%. [Grade B] ATK + 1% additional increase. [Grade A] ATK + 2% additional increase. ------------------------ Type : Armor Defense : 203 Weight : 240 Armor Level : 2 Required Level : 230 Class : All Jobs
Item effect script
.@g = getenchantgrade();
.@r = getrefine();
bonus bBaseAtk,140;
bonus bPow,(.@r/2);
bonus bCon,(.@r/2);
if (.@r>=7) {
   bonus bPAtk,2;
   bonus bAtkRate,3;
   if (.@r>=9) {
      bonus bDelayrate,-5;
      bonus bVariableCastrate,-5;
      if (.@r>=11) {
         bonus bLongAtkRate,10;
         bonus bShortAtkRate,10;
      }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bAtkRate,5;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g>=ENCHANTGRADE_C) {
      bonus bLongAtkRate,10;
      bonus bShortAtkRate,10;
      if (.@g>=ENCHANTGRADE_B) {
         bonus bAtkRate,1;
         if (.@g>=ENCHANTGRADE_A) {
            bonus bAtkRate,2;
         }
      }
   }
}

Equipment sets

Set 1

Set effect

.@sum = getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT);
bonus bLongAtkRate,5;
bonus bShortAtkRate,5;
bonus bDelayrate,-5;
bonus bVariableCastrate,-5;
bonus bBaseAtk,2*.@sum;

Set 2

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}

Set 3

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}

Set 4

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}

Set 5

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}

Set 6

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}

Set 7

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}

Set 8

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}

Set 9

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}

Set 10

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}

Set 11

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}

Set 12

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}

Set 13

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}

Set 14

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}

Set 15

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}

Set 16

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}

Set 17

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}

Set 18

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}

Set 19

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}

Set 20

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}

Set 21

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}

Set 22

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}

Set 23

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}

Set 24

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}

Set 25

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}

Set 26

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}

Set 27

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
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