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RENEWAL / ITEMS
Opened Illusion Survivor's Manteau [1]
#480339Armor
aegis_480339
Item stats
- DEF
- 45
- Slots
- 1
- Weight
- 55
- 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 bVit,15;
bonus bDef,15*(.@r/2);
bonus bMaxHP,150*(.@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)
bonus2 bSubEle,Ele_Neutral,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)
bonus2 bSubEle,Ele_Neutral,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;
}





