
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;
}
}
}




































