
RENEWAL / ITEMS
Celine's Dress-LT [1]
#450272Armor
B_Celine_D_LT_TW
Item stats
- DEF
- 40
- Slots
- 1
- Weight
- 20
- Armor level
- 2
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Armor
- Gender
- Both
- Required level
- 200+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Celine's Dress-LT description & effects
MATK+150.
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Every 2 level refine, MATK+15.
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When refined to +7 or higher,?MATK+10%.
When refined to +9 or higher, increase magic damage to enemies of all sizes by 15%.
When refined to +11 or higher, equipment is indestructible.
When refined to +13 or higher, increase magic damage to enemies boss-level by 10%.
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Set Bonus:
Bloody Celine Dress-LT
Celine Kimi Card
There is a 2% chance of transforming into "Celine Kimi" within 10 seconds when using magic attack.
During transformation, reduce After cast delay skill by 50%, increase MATK+25%.
There is a 8% chance of triggering "Vituperatum" when using magic attack.
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Set Bonus:
Bloody Celine Dress-LT
Evil Spirit Glove [1]
MATK+100, there is a 5% chance of triggering "Soul Expansion" Lv.5 and "Soul Vulcan Strike" Lv.3 during physical attack.
When attacking with magic attack, there is a 1% chance of triggering "Intensification" Lv.3 .
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Set Bonus:
Bloody Celine Dress-LT
Celine's Ribbon [1]
Damage taken from Demi-Human and Player reduce by 12%.
Every 2 level refine of Celine's Ribbon [1], S.MATK+1.
When refined to +12 or higher, increase magic damage to enemies boss-level by 10%.
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Set Bonus:
Bloody Celine Dress-LT
Celine's Brooch [1]
Every 1 level refine, MATK+8.
When Armor refined to +9 or higher, increase all properties magic damage by 10%.
When Armor refined to +11 or higher, increase magic damage to all properties targets by 10%.
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[Grade Bonus]
[Grade D] Every 2 level refine, MATK+2.
Every 4 level refine, increase magic damage to enemies boss-level by 1%.
[Grade C] Every 2 level refine, MATK+3 and MATK+1%.
Every 4 level refine, increase magic damage to enemies boss-level by 1%.
[Grade B] Every 2 level refine, MATK+3 and MATK+1%.
Every 4 level refine, increase magic damage to enemies boss-level by 1%.
[Grade A] Every 2 level refine, S.MATK+1 and MATK+2%.
Every 4 level refine, increase magic damage to enemies boss-level by 1%.
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Type: Armor
Def: 40
Weight: 20
Armor Level: 2
Required Level: 200
Class: All Jobs
Item effect script
.@r = getrefine();
.@g = getenchantgrade();
bonus bMatk,150+(15*(.@r/2));
if (.@r>=7) {
bonus bMatkRate,10;
if (.@r>=9) {
bonus2 bMagicAddSize,Size_All,15;
if (.@r>=11) {
bonus bUnbreakableArmor;
if (.@r>=13) {
bonus2 bAddClass,Class_Boss,10;
}
}
}
}
if (.@g>=ENCHANTGRADE_D) {
bonus bMatk,2*(.@r/2);
bonus2 bMagicAddClass,Class_Boss,.@r/4;
}
if (.@g>=ENCHANTGRADE_C) {
bonus bMatk,3*(.@r/2);
bonus bMatkRate,.@r/2;
bonus2 bMagicAddClass,Class_Boss,.@r/4;
}
if (.@g>=ENCHANTGRADE_B) {
bonus bMatk,3*(.@r/2);
bonus bMatkRate,.@r/2;
bonus2 bMagicAddClass,Class_Boss,.@r/4;
}
if (.@g>=ENCHANTGRADE_A) {
bonus bSMatk,.@r/2;
bonus bMatkRate,2*(.@r/2);
bonus2 bMagicAddClass,Class_Boss,.@r/4;
}
Equipment sets
Set 1
Set effect
autobonus "{ bonus bDelayrate,-50; bonus bMatkRate,25; }",20,10000,BF_MAGIC,"{ active_transform 2996,10000; }";
bonus5 bAutoSpell,"AB_VITUPERATUM",1,80,BF_MAGIC,0;
Set 2
Set effect
bonus bMatk,100;
bonus3 bAutoSpell,"WL_SOULEXPANSION",5,50;
bonus3 bAutoSpell,"AG_SOUL_VC_STRIKE",3,50;
bonus5 bAutoSpell,"WL_TELEKINESIS_INTENSE",3,10,BF_MAGIC,0;
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSubRace,RC_DemiHuman,12;
bonus2 bSubRace,RC_Player_Doram,12;
bonus2 bSubRace,RC_Player_Human,12;
bonus bSMatk,.@r/2;
if (.@r>=12)
bonus2 bMagicAddClass,Class_Boss,10;
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR);
bonus bMatk,8*.@r;
if (.@r>=9) {
bonus2 bMagicAtkEle,Ele_Earth,10;
bonus2 bMagicAtkEle,Ele_Fire,10;
bonus2 bMagicAtkEle,Ele_Poison,10;
bonus2 bMagicAtkEle,Ele_Water,10;
bonus2 bMagicAtkEle,Ele_Wind,10;
if (.@r>=11) {
bonus2 bMagicAddEle,Ele_All,10;
}
}
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR);
bonus bMatk,8*.@r;
if (.@r>=9) {
bonus2 bMagicAtkEle,Ele_Earth,10;
bonus2 bMagicAtkEle,Ele_Fire,10;
bonus2 bMagicAtkEle,Ele_Poison,10;
bonus2 bMagicAtkEle,Ele_Water,10;
bonus2 bMagicAtkEle,Ele_Wind,10;
if (.@r>=11) {
bonus2 bMagicAddEle,Ele_All,10;
}
}










