
RENEWAL / ITEMS
Dim Glacier Muffler [1]
#480284Armor
D_Glacier_Muffler
Item stats
- DEF
- 105
- Slots
- 1
- Weight
- 80
- Armor level
- 2
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Garment
- Gender
- Both
- Required level
- 230+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Dim Glacier Muffler description & effects
Muffler that has lost its light after being consumed by toxic demonic magic.
------------------------
SPL + 1, CON + 1.
------------------------
When refined to +7 or higher, reduces variable casting time by 10%.
------------------------
When refined to +9 or higher, increases all property magic damage by 10%.
------------------------
When refined to +11 or higher, reduces after cast delay by 10%.
------------------------
[Grade Bonus]
[Grade D] MATK + 3%, SPL + 5, CON + 5.
[Grade C] S.MATK + 2, all property magic damage + 5%.
[Grade B] S.MATK + 1.
[Grade A] MATK + 2%.
------------------------
Type : Garment
Def : 105
Weight : 80
Armor Level : 2
Required Level : 230
Class : All Jobs
Item effect script
.@g = getenchantgrade();
.@r = getrefine();
bonus bSpl,1;
bonus bCon,1;
if (.@r>=7) {
bonus bVariableCastrate,-10;
if (.@r>=9) {
bonus2 bMagicAtkEle,Ele_All,10;
if (.@r>=11) {
bonus bDelayrate,-10;
}
}
}
if (.@g>=ENCHANTGRADE_D) {
bonus bMatkRate,3;
bonus bSpl,5;
bonus bCon,5;
if (.@g>=ENCHANTGRADE_C) {
bonus2 bMagicAtkEle,Ele_All,5;
bonus bSMatk,2;
if (.@g>=ENCHANTGRADE_B) {
bonus bSMatk,1;
if (.@g>=ENCHANTGRADE_A) {
bonus bMatkRate,2;
}
}
}
}
Equipment sets
Set 1
Set effect
.@sum = getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT);
bonus2 bMagicAtkEle,Ele_All,5;
bonus bDelayrate,-5;
bonus bVariableCastrate,-5;
bonus bMatk,2*.@sum;
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
bonus2 bMagicAddEle,Ele_All,20;
}
}
}
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
bonus2 bMagicAddEle,Ele_All,20;
}
}
}
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
bonus2 bMagicAddEle,Ele_All,20;
}
}
}
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
bonus2 bMagicAddEle,Ele_All,20;
}
}
}
Set 6
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
bonus2 bMagicAddEle,Ele_All,20;
}
}
}
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
bonus2 bMagicAddEle,Ele_All,20;
}
}
}
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
bonus2 bMagicAddEle,Ele_All,20;
}
}
}
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
bonus2 bMagicAddEle,Ele_All,20;
}
}
}
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
bonus2 bMagicAddEle,Ele_All,20;
}
}
}
Set 11
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
bonus2 bMagicAddEle,Ele_All,20;
}
}
}
Set 12
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
bonus2 bMagicAddEle,Ele_All,20;
}
}
}
Set 13
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
bonus2 bMagicAddEle,Ele_All,20;
}
}
}
Set 14
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}
Set 15
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}
Set 16
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}
Set 17
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}
Set 18
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}
Set 19
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}
Set 20
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}
Set 21
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}
Set 22
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}
Set 23
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}
Set 24
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}
Set 25
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}
Set 26
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}
Set 27
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
bonus bSMatk,6;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_B) {
bonus bSMatk,5;
bonus bSpl,5;
bonus bCon,5;
if (.@g >= ENCHANTGRADE_A) {
bonus bSMatk,4;
bonus bSpl,5;
bonus bCon,5;
}
}
}




































