
RENEWAL / ITEMS
Apollo Armor-LT [1]
#450295Armor
Apollo_Armor_TW_LT
Item stats
- DEF
- 30
- Slots
- 1
- Weight
- 30
- Armor level
- 2
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Armor
- Gender
- Both
- Required level
- 150+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Apollo Armor-LT description & effects
MaxHP+20%,
------------------------
Every 2 level refine, MaxHP+1000/VIT+15.
Every 3 level refine, increase Dragon's Breath/Dragon's Water Breath/Earth Drive/Shield Press skills damage by 20%.
------------------------
When refined to +9 or higher, MaxHP+10000.
When refined to +11 or higher, reduce physical damage taken from all sizes enemies by 10%.
When refined to +13 or higher, reduce After cast delay skill by 15%.
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Set Bonus:
Apollo Armor-LT
Green Ferus Card
Reduce After cast delay skill by 8%,?
Increase melee/range physical damage by +15%.
------------------------
Set Bonus:
Apollo Armor-LT
Eddga Card
Reduce After cast delay skill by 8%,?
Increase melee/range physical damage by +30%.
When receiving magical attack, have a chance 50% of inflicting Freezing/Stun/Stone Curse to the enemies.
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[Grade Bonus]
[Grade D] Every 2 level refine, VIT+3.
Every 3 level refine, increase melee/range physical attack by 3%.
[Grade C] Every 3 level refine, MaxHP+3%.
[Grade B] Every 2 level refine, VIT+5.
Every 3 level refine, increase melee/range physical attack by 5%.
[Grade A] Every 2 level refine, MaxHP+5%.
When refined to +13 or higher, reduce physical/magic damage taken from all sizes by 10%.
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Type: Armor
Def: 30
Weight: 30
Armor Level: 2
Required Level: 150
Class: All Jobs
Item effect script
.@r = getrefine();
.@g = getenchantgrade();
bonus bMaxHPrate,20;
bonus bMaxHP,500*(.@r/2);
bonus bVit,8*(.@r/2);
bonus2 bSkillAtk,"RK_DRAGONBREATH",20*(.@r/3);
bonus2 bSkillAtk,"RK_DRAGONBREATH_WATER",20*(.@r/3);
bonus2 bSkillAtk,"LG_EARTHDRIVE",20*(.@r/3);
bonus2 bSkillAtk,"LG_SHIELDPRESS",20*(.@r/3);
if (.@r>=9) {
bonus bMaxHP,5000;
}
if (.@r>=11)
bonus2 bSubRace,RC_All,10;
if (.@r>=13)
bonus bDelayrate,-15;
if (.@g>=ENCHANTGRADE_D) {
bonus bVit,3*(.@r/2);
bonus bLongAtkRate,3*(.@r/3);
bonus bShortAtkRate,3*(.@r/3);
}
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHPrate,3*(.@r/3);
}
if (.@g>=ENCHANTGRADE_B) {
bonus bVit,5*(.@r/2);
bonus bLongAtkRate,5*(.@r/3);
bonus bShortAtkRate,5*(.@r/3);
}
if (.@g>=ENCHANTGRADE_A) {
bonus bMaxHPrate,5*(.@r/3);
if (.@r>=13) {
bonus2 bSubRace,RC_All,10;
}
}
Equipment sets
Set 1
Set effect
bonus bDelayrate,-8;
bonus bLongAtkRate,15;
bonus bShortAtkRate,15;
Set 2
Set effect
bonus bDelayrate,-8;
bonus bLongAtkRate,30;
bonus bShortAtkRate,30;
bonus3 bAddEffWhenHit,Eff_Freeze,5000,ATF_MAGIC;
bonus3 bAddEffWhenHit,Eff_Bleeding,5000,ATF_MAGIC;
bonus3 bAddEffWhenHit,Eff_Stone,5000,ATF_MAGIC;
Set 3
Set effect
.@g = getenchantgrade(EQI_ARMOR);
if (.@g>=ENCHANTGRADE_D) {
bonus bVariableCastrate,-15;
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHP,2500;
bonus bMaxHPrate,5;
if (.@g>=ENCHANTGRADE_B) {
bonus bAspdRate,15;
if (.@g>=ENCHANTGRADE_A) {
bonus bFixedCast,-300;
}
}
}
}


