
RENEWAL / ITEMS
Great Fallen Manteau [1]
#480024Armor
Subject_Cape_TW
Item stats
- DEF
- 10
- Slots
- 1
- Weight
- 10
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Garment
- Gender
- Both
- Required level
- 100+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- Restricted: Dropping, NPC selling
Great Fallen Manteau description & effects
A powerful cloak made from the strong thoughts of forgotten people.
For every 2 refine level, MHP+ 1%, MSP +1%, MDEF +1. reduce after cast delay -1%.
------------------------
Set Bonus: Old Rune Circlet
For every 2 refine level Great Fallen Manteau, increases Wind Cutter damage by 20%.
When refine level of Great Fallen Manteau is 12 or higher,
When performing skill Death Bound, reflected melee physical attack received by 10% for 10 seconds.
------------------------
Set Bonus: Old Casket of Protection
For every 2 refine level Great Fallen Manteau, increases Exceed Break damage by 15%.
When refine level of Great Fallen Manteau is 12 or higher,
reduces cooldown of skill King's Grace by 15 seconds.
------------------------
Set Bonus: Old Mitra
For every 2 refine level Great Fallen Manteau, reduce damage taken from longe-ranged attack by 1%.
When refine level of Great Fallen Manteau is 12 or higher,
reduces damage taken from all race monsters by 15%.
------------------------
Set Bonus: Old Blazing Soul
For every 2 refine level Great Fallen Manteau, reduce damage taken from longe-ranged attack by 2%.
When refine level of Great Fallen Manteau is 12 or higher, ATK +30.
------------------------
Set Bonus: Old Magic Stone Hat
For every 2 refine level Great Fallen Manteau, increase magical damage against all size enemies by 1%.
When refine level of Great Fallen Manteau is 12 or higher,
reduces cooldon of skill Intensification by 30 seconds.
------------------------
Set Bonus: Old Wind Whisper
For every 2 refine level Great Fallen Manteau, increase magical damage against all size enemies by 1%.
When refine level of Great Fallen Manteau is 12 or higher, MATK +30.
------------------------
Set Bonus: Old Bone Circlet
For every 2 refine level Great Fallen Manteau, increases critical damage by 3%.
When refine level of Great Fallen Manteau is 12 or higher, ignore defense of all race monsters (except player) by 25%.
------------------------
Set Bonus: Old Shadow Handicraft
For every 2 refine level Great Fallen Manteau, Flee +5.
When refine level of Great Fallen Manteau is 12 or higher,
reduces damage taken from all race monsters by 15%.
------------------------
Set Bonus: Old Driver Band (Red)
For every 2 refine level Great Fallen Manteau, increases Axe Boomerang damage by 5%.
When refine level of Great Fallen Manteau is 12 or higher, ATK +30.
------------------------
Set Bonus: Old Driver Band (Yellow)
For every 2 refine level Great Fallen Manteau, increases Vulcan Arm and Pile Bunker damage by 5%.
When refine level of Great Fallen Manteau is 12 or higher,
reduces cooldon of skill Suicidal Destruction by 30 seconds.
------------------------
Set Bonus: Old Midas Whisper
For every 2 refine level Great Fallen Manteau, increases long-ranged attack by 2%, increases Hell Plant damage by 15%.
When refine level of Great Fallen Manteau is 12 or higher, ATK +30.
------------------------
Set Bonus: Old Camouflage Bunny Hood
For every 2 refine level Great Fallen Manteau, increases long-ranged attack by 2%, increases Arrow Storm damage by 5%.
When refine level of Great Fallen Manteau is 12 or higher,
reduces cooldon of skill Arrow Storm by 0.5 seconds.
------------------------
Set Bonus: Old Maestro Song's Hat
For every 2 refine level Great Fallen Manteau, increases Metallic Sound damage by 15%.
When refine level of Great Fallen Manteau is 12 or higher,
reduce cooldown of skill Metallic Sound by 1 second.
------------------------
Set Bonus: Old Dying Swan
For every 2 refine level Great Fallen Manteau, increases Metallic Sound damage by 15%.
When refine level of Great Fallen Manteau is 12 or higher,
reduce cooldown of skill Metallic Sound by 1 second.
------------------------
Class :Garment
Def : 10
Weight : 10
Required level : 100
Class : All Jobs
Item effect script
.@r = getrefine();
bonus bMaxHPrate,.@r/2;
bonus bMaxSPrate,.@r/2;
bonus bMdef,.@r/2;
bonus bDelayrate,-.@r/2;
Equipment sets
Set 1
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus bLongAtkRate,2*(.@r/2);
bonus2 bSkillAtk,"RA_ARROWSTORM",5*(.@r/2);
if (.@r>=12)
bonus2 bSkillCooldown,"RA_ARROWSTORM",-500;
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus2 bSkillAtk,"WM_METALICSOUND",15*(.@r/2);
if (.@r>=12)
bonus2 bSkillCooldown,"WM_METALICSOUND",-1000;
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus2 bSkillAtk,"WM_METALICSOUND",15*(.@r/2);
if (.@r>=12)
bonus2 bSkillCooldown,"WM_METALICSOUND",-1000;
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus bLongAtkDef,2*(.@r/2);
if (.@r>=12)
bonus2 bSubRace,RC_All,15;
Set 5
Set effect
if (getequiprefinerycnt(EQI_GARMENT) >= 10) {
if (eaclass()&EAJL_THIRD && BaseJob == Job_Hunter) {
bonus bLongAtkRate,15;
bonus bDelayrate,-5;
bonus2 bSkillAtk,"RA_AIMEDBOLT",30;
}
if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Bard || BaseJob == Job_Dancer)) {
bonus2 bMagicAddRace,RC_All,10;
bonus2 bSkillCooldown,"WM_METALICSOUND",-2000;
bonus2 bSkillAtk,"WM_METALICSOUND",80;
}
}
Set 6
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus2 bSkillAtk,"RK_WINDCUTTER",20*(.@r/2);
if (.@r >= 12)
autobonus3 "{ bonus bShortWeaponDamageReturn,10; }",1000,10000,"RK_DEATHBOUND";
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus2 bSkillAtk,"LG_EXEEDBREAK",15*(.@r/2);
if (.@r >= 12)
bonus2 bSkillCooldown,"LG_KINGS_GRACE",-15000;
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus bLongAtkDef,2*(.@r/2);
if (.@r >= 12)
bonus bBaseAtk,30;
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus2 bMagicAddClass,Class_All,.@r/2;
if (.@r >= 12)
bonus2 bSkillCooldown,"WL_TELEKINESIS_INTENSE",-30000;
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus2 bMagicAddRace,RC_All,.@r/2;
if (.@r >= 12)
bonus bMatk,30;
Set 11
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus bCritAtkRate,3*(.@r/2);
if (.@r >= 12)
bonus2 bIgnoreDefRaceRate,RC_All,25;
Set 12
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus bFlee,5*(.@r/2);
if (.@r >= 12)
bonus2 bSubRace,RC_All,15;
Set 13
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus2 bSkillAtk,"NC_AXEBOOMERANG",5*(.@r/2);
if (.@r >= 12)
bonus bBaseAtk,30;
Set 14
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus2 bSkillAtk,"NC_VULCANARM",15*(.@r/2);
bonus2 bSkillAtk,"NC_PILEBUNKER",15*(.@r/2);
if (.@r >= 12)
bonus2 bSkillCooldown,"NC_SELFDESTRUCTION",-30000;
Set 15
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus bLongAtkRate,2*(.@r/2);
bonus2 bSkillAtk,"GN_HELLS_PLANT",15*(.@r/2);
if (.@r >= 12)
bonus bBaseAtk,30;
Set 16
Set effect
if (getequiprefinerycnt(EQI_GARMENT) >= 10) {
if (eaclass()&EAJL_THIRD && BaseJob == Job_Priest) {
bonus bFixedCast,-300;
bonus2 bMagicAtkEle,Ele_Holy,15;
bonus2 bSkillAtk,"PR_MAGNUS",40;
}
if (eaclass()&EAJL_THIRD && BaseJob == Job_Monk) {
bonus bDelayrate,-5;
autobonus3 "{ bonus bMaxHPrate,20; }",1000,5000,"SR_GATEOFHELL";
bonus2 bSkillAtk,"SR_GATEOFHELL",10;
}
}
Set 17
Set effect
if (getequiprefinerycnt(EQI_GARMENT) >= 10) {
if (eaclass()&EAJL_THIRD && BaseJob == Job_Assassin) {
bonus2 bIgnoreDefRaceRate,RC_All,10;
bonus2 bAddClass,Class_All,15;
bonus2 bSkillAtk,"GC_ROLLINGCUTTER",30;
}
if (eaclass()&EAJL_THIRD && BaseJob == Job_Rogue) {
bonus bDelayrate,-5;
bonus2 bSkillCooldown,"SC_FEINTBOMB",-800;
bonus2 bSkillAtk,"SC_FEINTBOMB",40;
}
}
Set 18
Set effect
if (getequiprefinerycnt(EQI_GARMENT) >= 10) {
if (eaclass()&EAJL_THIRD && BaseJob == Job_Blacksmith) {
bonus2 bAddRace,RC_All,15;
bonus2 bSkillCooldown,"NC_ARMSCANNON",-150;
bonus2 bSkillAtk,"NC_ARMSCANNON",40;
}
if (eaclass()&EAJL_THIRD && BaseJob == Job_Alchemist) {
bonus2 bAddRace,RC_All,15;
bonus2 bSkillCooldown,"GN_SPORE_EXPLOSION",-2000;
bonus2 bSkillAtk,"GN_SPORE_EXPLOSION",40;
}
}
Set 19
Set effect
if (getequiprefinerycnt(EQI_GARMENT) >= 10) {
if (eaclass()&EAJL_THIRD && BaseJob == Job_Knight) {
bonus2 bAddRace,RC_All,15;
autobonus "{ bonus3 bAutoSpell,\"RK_MILLENNIUMSHIELD\",1,10; }",1000,6000,BF_WEAPON;
autobonus3 "{ bonus3 bAutoSpell,\"RK_MILLENNIUMSHIELD\",1,10; }",1000,6000,"RK_STORMBLAST";
bonus2 bSkillAtk,"RK_IGNITIONBREAK",30;
}
if (eaclass()&EAJL_THIRD && BaseJob == Job_Crusader) {
bonus2 bMagicAddRace,RC_All,15;
bonus bShortWeaponDamageReturn,25;
bonus2 bSkillAtk,"LG_RAYOFGENESIS",30;
}
}
Set 20
Set effect
if (getequiprefinerycnt(EQI_GARMENT) >= 10) {
if (eaclass()&EAJL_THIRD && BaseJob == Job_Wizard) {
bonus bFixedCast,-300;
bonus2 bMagicAtkEle,Ele_Neutral,15;
bonus2 bSkillAtk,"WL_COMET",30;
}
if (eaclass()&EAJL_THIRD && BaseJob == Job_Sage) {
bonus2 bSkillCooldown,"SO_VACUUM_EXTREME",-1000;
bonus2 bSkillAtk,"MG_FIREBOLT",30;
bonus2 bSkillAtk,"MG_COLDBOLT",30;
bonus2 bSkillAtk,"MG_LIGHTNINGBOLT",30;
bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",30;
skill "NJ_UTSUSEMI",1;
bonus2 bSkillCooldown,"NJ_UTSUSEMI",30000;
}
}


















