Game version
Artwork unavailable
RENEWAL / ITEMS

Opened Illusion Muffler [1]

#480322Armor

aegis_480322

Item stats

DEF
30
Slots
1
Weight
40
Armor level
1
Buy price
0 z
Sell price
0 z

Usage & restrictions

Type
Armor
Equipment position
Garment
Gender
Both
Required level
150+
Jobs
All jobs
Class tiers
All tiers
Refineable
Yes
Trading & storage
No restrictions
No description is available. Available properties and effects are shown below.
Item effect script
.@r = getrefine();
bonus bMaxHP,750+(150*(.@r/2));
bonus bMaxSP,75+(15*(.@r/2));
if (.@r>=9) {
   bonus bVariableCastrate,-5;
   bonus bAspdRate,5;
}

Equipment sets

Set 1

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_GARMENT);
bonus bBaseAtk,30;
bonus2 bAddSize,Size_All,10;
bonus2 bSkillAtk,"AS_SONICBLOW",20;
bonus2 bSkillAtk,"ASC_METEORASSAULT",20;
if (.@sum>=18) {
   bonus bBaseAtk,15;
   bonus2 bAddSize,Size_All,5;
}
if (.@sum>=21) {
   bonus2 bSkillAtk,"AS_SONICBLOW",10;
   bonus2 bSkillAtk,"ASC_METEORASSAULT",10;
}

Set 2

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_GARMENT);
bonus bBaseAtk,30;
bonus2 bAddSize,Size_All,10;
bonus2 bSkillAtk,"MO_CHAINCOMBO",20;
bonus2 bSkillAtk,"MO_COMBOFINISH",20;
if (.@sum>=18) {
   bonus bBaseAtk,15;
   bonus2 bAddSize,Size_All,5;
}
if (.@sum>=21) {
   bonus2 bSkillAtk,"MO_CHAINCOMBO",10;
   bonus2 bSkillAtk,"MO_COMBOFINISH",10;
}

Set 3

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_GARMENT);
bonus bBaseAtk,30;
bonus2 bAddSize,Size_All,10;
bonus2 bSkillAtk,"KN_BRANDISHSPEAR",20;
bonus2 bSkillAtk,"LK_SPIRALPIERCE",20;
if (.@sum>=18) {
   bonus bBaseAtk,15;
   bonus2 bAddSize,Size_All,5;
}
if (.@sum>=21) {
   bonus2 bSkillAtk,"KN_BRANDISHSPEAR",10;
   bonus2 bSkillAtk,"LK_SPIRALPIERCE",10;
}

Set 4

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_GARMENT);
bonus bBaseAtk,30;
bonus2 bAddSize,Size_All,10;
bonus2 bSkillAtk,"RG_BACKSTAP",20;
bonus2 bSkillAtk,"RG_RAID",20;
if (.@sum>=18) {
   bonus bBaseAtk,15;
   bonus2 bAddSize,Size_All,5;
}
if (.@sum>=21) {
   bonus2 bSkillAtk,"RG_BACKSTAP",10;
   bonus2 bSkillAtk,"RG_RAID",10;
}

Set 5

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_GARMENT);
bonus bMatk,30;
bonus2 bMagicAtkEle,Ele_Earth,10;
bonus2 bMagicAtkEle,Ele_Fire,10;
bonus2 bMagicAtkEle,Ele_Water,10;
bonus2 bMagicAtkEle,Ele_Wind,10;
bonus2 bSkillAtk,"WZ_METEOR",20;
bonus2 bSkillAtk,"WZ_VERMILION",20;
if (.@sum>=18) {
   bonus bMatk,15;
   bonus2 bMagicAtkEle,Ele_Earth,5;
   bonus2 bMagicAtkEle,Ele_Fire,5;
   bonus2 bMagicAtkEle,Ele_Water,5;
   bonus2 bMagicAtkEle,Ele_Wind,5;
}
if (.@sum>=21) {
   bonus2 bSkillAtk,"WZ_METEOR",10;
   bonus2 bSkillAtk,"WZ_VERMILION",10;
}

Set 6

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_GARMENT);
bonus bBaseAtk,30;
bonus bMatk,30;
bonus2 bAddSize,Size_All,10;
bonus2 bMagicAddSize,Size_All,10;
bonus2 bSkillAtk,"KO_JYUMONJIKIRI",20;
bonus2 bSkillAtk,"NJ_HUUMA",20;
if (.@sum>=18) {
   bonus bBaseAtk,15;
   bonus bMatk,15;
   bonus2 bAddSize,Size_All,5;
   bonus2 bMagicAddSize,Size_All,5;
}
if (.@sum>=21) {
   bonus2 bSkillAtk,"KO_JYUMONJIKIRI",10;
   bonus2 bSkillAtk,"NJ_HUUMA",10;
}

Set 7

Set effect

.@sum = getequiprefinerycnt(EQI_HEAD_TOP)+getequiprefinerycnt(EQI_GARMENT);
bonus bBaseAtk,50;
bonus bMatk,50;
bonus bVariableCastrate,-5;
bonus bAspdRate,5;
if (.@sum>=18) {
   bonus bBaseAtk,25;
   bonus bMatk,25;
}
if (.@sum>=21)
   bonus bLongAtkRate,5;

Set 8

Set effect

.@sum = getequiprefinerycnt(EQI_HEAD_TOP)+getequiprefinerycnt(EQI_GARMENT);
bonus bBaseAtk,50;
bonus bMatk,50;
bonus bVariableCastrate,-5;
bonus bAspdRate,5;
if (.@sum>=18) {
   bonus bBaseAtk,25;
   bonus bMatk,25;
}
if (.@sum>=21)
   bonus bLongAtkRate,5;

Set 9

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP)+getequiprefinerycnt(EQI_HAND_R);
bonus bBaseAtk,30;
bonus2 bAddSize,Size_All,10;
bonus2 bSkillAtk,"AM_ACIDTERROR",20;
bonus2 bSkillAtk,"CR_ACIDDEMONSTRATION",20;
if (.@r>=18) {
   bonus bBaseAtk,15;
   bonus2 bAddSize,Size_All,5;
}
if (.@r>=21) {
   bonus2 bSkillAtk,"AM_ACIDTERROR",10;
   bonus2 bSkillAtk,"CR_ACIDDEMONSTRATION",10;
}

Set 10

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP)+getequiprefinerycnt(EQI_HAND_R);
bonus bBaseAtk,30;
bonus2 bAddSize,Size_All,10;
bonus2 bSkillAtk,"WS_CARTTERMINATION",20;
bonus bCritAtkRate,20;
if (.@r>=18) {
   bonus bBaseAtk,15;
   bonus2 bAddSize,Size_All,5;
}
if (.@r>=21) {
   bonus2 bSkillAtk,"WS_CARTTERMINATION",10;
   bonus bCritAtkRate,10;
}

Set 11

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP)+getequiprefinerycnt(EQI_HAND_R);
bonus bBaseAtk,30;
bonus bMatk,30;
bonus2 bAddSize,Size_All,10;
bonus2 bMagicAddSize,Size_All,10;
bonus2 bSkillAtk,"CR_HOLYCROSS",20;
bonus2 bSkillAtk,"CR_GRANDCROSS",20;
if (.@r>=18) {
   bonus bBaseAtk,15;
   bonus bMatk,15;
   bonus2 bAddSize,Size_All,5;
   bonus2 bMagicAddSize,Size_All,5;
}
if (.@r>=21) {
   bonus2 bSkillAtk,"CR_HOLYCROSS",10;
   bonus2 bSkillAtk,"CR_GRANDCROSS",10;
}

Set 12

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP)+getequiprefinerycnt(EQI_HAND_R);
bonus bBaseAtk,30;
bonus bMatk,30;
bonus2 bAddSize,Size_All,10;
bonus2 bMagicAddSize,Size_All,10;
bonus2 bSkillAtk,"PR_MAGNUS",20;
bonus bCritAtkRate,20;
if (.@r>=18) {
   bonus bBaseAtk,15;
   bonus bMatk,15;
   bonus2 bAddSize,Size_All,5;
   bonus2 bMagicAddSize,Size_All,5;
}
if (.@r>=21) {
   bonus2 bSkillAtk,"PR_MAGNUS",10;
   bonus bCritAtkRate,10;
}
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