
RENEWAL / ITEMS
Circulation of Life: Autumn [1]
#480351Armor
Circul_Of_Life_Autumn
Item stats
- DEF
- 80
- Slots
- 1
- Weight
- 70
- Armor level
- 2
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Garment
- Gender
- Both
- Required level
- 250+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- Restricted: Dropping, Trading, Cart storage, Guild storage, Mail, Auction
Circulation of Life: Autumn description & effects
A mantle that amplifies the energy of autumn in accordance with the truth of life's cycle.
Its true power has awakened through the authority of the constellations.
------------------------
SPL + 4, CON + 4.
------------------------
Increases SP consumption by 15% when using skills.
------------------------
For every 2 refine levels, MATK + 10.
------------------------
For every 3 refine levels, All Property Magic Damage + 2%.
------------------------
When refined to +7 or higher, reduce Variable Casting Time by 10%.
------------------------
When refined to +9 or higher, reduce Variable Casting Time by 5%, ASPD + 5%.
------------------------
When refined to +11 or higher, S.MATK + 7, reduce After Cast Delay by 10%.
------------------------
[Grade Bonus]
[Grade D] RES + 25, MRES + 25.
[Grade C] MATK + 10%, All Property Magic Damage + 7%.
[Grade B] SPL + 5, CON + 5, S.MATK + 7, DEF + 50.
[Grade A] S.MATK + 9, Magic Damage to All Property + 7%.
------------------------
Type : Garment
Def : 80
Weight : 70
Armor Level : 2
Required Level : 250
Class : All Jobs
Item effect script
.@g = getenchantgrade();
.@r = getrefine();
bonus bSpl,4;
bonus bCon,4;
bonus bUseSPrate,15;
bonus bMatk,10*(.@r/2);
bonus2 bMagicAtkEle,Ele_All,2*(.@r/3);
if (.@r>=7) {
bonus bVariableCastrate,-10;
if (.@r>=9) {
bonus bAspdRate,5;
bonus bVariableCastrate,-5;
if (.@r>=11) {
bonus bDelayrate,-10;
bonus bSMatk,7;
}
}
}
if (.@g>=ENCHANTGRADE_D) {
bonus bMRes,25;
bonus bRes,25;
if (.@g>=ENCHANTGRADE_C) {
bonus2 bMagicAtkEle,Ele_All,7;
bonus bMatkRate,10;
if (.@g>=ENCHANTGRADE_B) {
bonus bSMatk,7;
bonus bDef,50;
bonus bSpl,5;
bonus bCon,5;
if (.@g>=ENCHANTGRADE_A) {
bonus2 bMagicAddEle,Ele_All,7;
bonus bSMatk,9;
}
}
}
}
Equipment sets
Set 1
Set effect
.@val = 5+3*(getequiprefinerycnt(EQI_GARMENT)/2);
bonus2 bMagicAddRace,RC_All,.@val;
bonus2 bMagicAddRace,RC_Player_Human,-.@val;
bonus2 bMagicAddRace,RC_Player_Doram,-.@val;
bonus bDelayrate,-10;






