
RENEWAL / ITEMS
Exotic Temporal Manteau [1]
#480076Armor
Temporal_Cape_TW
Item stats
- DEF
- 40
- 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
Exotic Temporal Manteau description & effects
A mysterious cape said to be acquired from the different dimensions.
It looks old, but there's no sign of aging from it.
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MDEF + 10.
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For every 2 refine level, ATK + 1%, MATK + 1%, CRI + 3, Long-range physical damage + 1%, Critical Damage + 1%.
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For every 4 refine level, MHP + 3%, ASPD + 3%, After Cast Delay - 3%, Critical Damage + 3%, Physical damage against all size enemies + 3%, All property magic damage + 3%.
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When refined to +9 or higher, ATK + 7%, MATK + 7%.
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Set Bonus:
Exotic Temporal Manteau [1]
Exotic Temporal Ring [1]
Bear's Power
ATK + 25.
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Set Bonus:
Exotic Temporal Manteau [1]
Exotic Temporal Ring [1]
Speed of Light
Reduce After Cast Delay by 4%.
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Set Bonus:
Exotic Temporal Manteau [1]
Exotic Temporal Ring [1]
Muscle Fool
MHP + 7%.
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Set Bonus:
Exotic Temporal Manteau [1]
Exotic Temporal Ring [1]
Runaway Magic
MATK + 25.
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Set Bonus:
Exotic Temporal Manteau [1]
Exotic Temporal Ring [1]
Hawkeye
Increase long-range physical damage by 5%.
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Set Bonus:
Exotic Temporal Manteau [1]
Exotic Temporal Ring [1]
Lucky Day
Critical Damage + 5%.
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Set Bonus:
Exotic Temporal Manteau [1]
Exotic Temporal Boots [1]
MDEF + 5.
When total refine level of set is 22 or higher,
When Base STR is 108 or higher, ATK + 50.
When Base AGI is 108 or higher, ASPD + 1.
When Base VIT is 108 or higher, After Cast Delay - 5%.
When Base INT is 108 or higher, MATK + 50.
When Base DEX is 108 or higher, Long-range physical damage + 7%.
When Base LUK is 108 or higher, Critical Damage + 7%.
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Type : Garment
Def : 40
Weight : 10
Required Level : 100
Class : All Jobs
Item effect script
.@r = getrefine();
bonus bMdef,10;
bonus bAtkRate,.@r/2;
bonus bMatkRate,.@r/2;
bonus bLongAtkRate,.@r/2;
bonus bCritical,3*(.@r/2);
bonus bCritAtkRate,.@r/2;
bonus2 bAddEle,Ele_All,3*(.@r/4);
bonus2 bMagicAddEle,Ele_All,3*(.@r/4);
bonus bMaxHPrate,3*(.@r/4);
bonus bAspdRate,3*(.@r/4);
bonus bDelayrate,-3*(.@r/4);
bonus bCritAtkRate,3*(.@r/4);
if (.@r >= 9) {
bonus bAtkRate,7;
bonus bMatkRate,7;
}
Equipment sets
Set 1
Set effect
bonus bLongAtkRate,5;
Set 2
Set effect
bonus bCritAtkRate,5;
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus bMdef,5;
if (.@r >= 9) {
bonus2 bIgnoreDefRaceRate,RC_All,5;
bonus2 bIgnoreMdefRaceRate,RC_All,5;
bonus2 bIgnoreDefRaceRate,RC_Player_Human,-5;
bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-5;
if (.@r >= 12) {
bonus2 bIgnoreDefRaceRate,RC_All,10;
bonus2 bIgnoreMdefRaceRate,RC_All,10;
bonus2 bIgnoreDefRaceRate,RC_Player_Human,-10;
bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-10;
}
}
Set 4
Set effect
bonus bBaseAtk,25;
Set 5
Set effect
bonus bDelayrate,-4;
Set 6
Set effect
bonus bMaxHPrate,7;
Set 7
Set effect
bonus bMatk,25;
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT) + getequiprefinerycnt(EQI_SHOES);
if (.@r >= 22) {
if (readparam(bStr) >= 108)
bonus bBaseAtk,50;
if (readparam(bAgi) >= 108)
bonus bAspd,1;
if (readparam(bVit) >= 108)
bonus bDelayrate,-5;
if (readparam(bInt) >= 108)
bonus bMatk,50;
if (readparam(bDex) >= 108)
bonus bLongAtkRate,7;
if (readparam(bLuk) >= 108)
bonus bCritAtkRate,7;
}
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
if (.@r>=22) {
bonus bAtkRate,10;
bonus bMatkRate,10;
bonus bCritAtkRate,8;
}
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_SHOES);
if (.@r>=27)
bonus bDelayrate,-5;
if (.@r>=37)
bonus bDelayrate,-8;
Set 11
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
if (.@r>=9) {
bonus2 bIgnoreDefRaceRate,RC_All,5;
bonus2 bIgnoreMdefRaceRate,RC_All,5;
bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-5;
bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-5;
}
if (.@r>=12) {
bonus2 bIgnoreDefRaceRate,RC_All,15;
bonus2 bIgnoreMdefRaceRate,RC_All,15;
bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-15;
bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-15;
}
Set 12
Set effect
bonus bDelayrate,-3;
bonus bAspdRate,10;
Set 13
Set effect
.@sum = getequiprefinerycnt(EQI_ARMOR) + getequiprefinerycnt(EQI_GARMENT);
if (.@sum >= 18) {
bonus bBaseAtk,80;
bonus bMatk,80;
if (.@sum >= 20) {
bonus bAtkRate,10;
bonus bMatkRate,10;
if (.@sum >= 26) {
bonus2 bAddEle,Ele_All,10;
bonus2 bMagicAddEle,Ele_All,10;
}
}
}
Set 14
Set effect
bonus bShortAtkRate,8;
bonus bLongAtkRate,8;
bonus2 bMagicAtkEle,Ele_All,8;
if ((getequiprefinerycnt(EQI_ARMOR) + getequiprefinerycnt(EQI_GARMENT) + getequiprefinerycnt(EQI_SHOES)) >= 39) {
bonus bIgnoreDefRace,RC_All;
bonus2 bIgnoreMdefRaceRate,RC_All,100;
}
Set 15
Set effect
bonus bShortAtkRate,8;
bonus bLongAtkRate,8;
bonus2 bMagicAtkEle,Ele_All,8;
if ((getequiprefinerycnt(EQI_ARMOR) + getequiprefinerycnt(EQI_GARMENT) + getequiprefinerycnt(EQI_SHOES)) >= 39) {
bonus bIgnoreDefRace,RC_All;
bonus2 bIgnoreMdefRaceRate,RC_All,100;
}










