
RENEWAL / ITEMS
Wings of Olympus-LT [1]
#480471Armor
Olympus_Wing_LT
Item stats
- DEF
- 30
- Slots
- 1
- Weight
- 30
- Armor level
- 2
- 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
Wings of Olympus-LT description & effects
Enable to use "Battle Chant" Lv. 1.
MDEF+10.
------------------------
Every 2 level refine, ATK/MATK+10.
Every 3 level refine, ATK/MATK+2%.
Every 4 level refine, reduce physical/magic damage taken from normal-class by 3%
------------------------
When refine to +9 or higher, P.ATK/S.MATK+5
When refine to +11 or higher, increase melee/range physical damage by 12% and increase all properties magic damage to targets by 12%.
When refined to +13 or higher, reduce After cast delay skill by 15%.
------------------------
When equipped with 'Apollo Armor-LT [1]', 'Jupiter Armor-LT [1]', 'Mars Armor-LT [1]', 'Ceres Leather Armor-LT [1]', 'Venus Feather Armor-LT [1]', 'Vulcanus Armor-LT [1]', 'Neptune Uniform-LT [1]', 'Mercury Suit-LT [1]', 'Bacchus Armor-LT [1]', 'Diana Suit-LT [1]', 'Janus Armor-LT [1]'. ,
If Grade D, reduce variable casting time skill by 15%.
If Grade C, MHP+5%, MHP+2500.
If Grade B, attack speed increases (delay after attack -15%).
If Grade A, fixed casting decreases by 0.3 seconds.
------------------------
[Grade Bonus]
[Grade D] Physical/magic damage increased by 10% to enemies of all sizes.
[Grade C] Physical/magic damage increased by 10% to enemies of all properties.
[Grade B] Physical/magic damage increased by 10% to enemies of all races.
[Grade A] Physical/magic damage increased by 10% to enemies of all class.
------------------------
Type: Garment
Def: 30
Weight: 30
Armor Level: 2
Required Level: 150
Class: All Jobs
Item effect script
.@r = getrefine();
.@g = getenchantgrade();
bonus bMdef,10;
skill "PA_GOSPEL",1;
bonus bBaseAtk,10*(.@r/2);
bonus bMatk,10*(.@r/2);
bonus bAtkRate,2*(.@r/3);
bonus bMatkRate,2*(.@r/3);
bonus2 bSubClass,Class_Normal,3*(.@r/4);
if (.@r>=9) {
bonus bPAtk,5;
bonus bSMatk,5;
if (.@r>=11) {
bonus bShortAtkRate,12;
bonus bLongAtkRate,12;
bonus2 bMagicAtkEle,Ele_All,12;
if (.@r>=13) {
bonus bDelayrate,-15;
}
}
}
if (.@g>=ENCHANTGRADE_D) {
bonus2 bAddSize,Size_All,10;
bonus2 bMagicAddSize,Size_All,10;
if (.@g>=ENCHANTGRADE_C) {
bonus2 bAddEle,Ele_All,10;
bonus2 bMagicAddEle,Ele_All,10;
if (.@g>=ENCHANTGRADE_B) {
bonus2 bAddRace,RC_All,10;
bonus2 bMagicAddRace,RC_All,10;
if (.@g>=ENCHANTGRADE_A) {
bonus2 bAddClass,Class_All,10;
bonus2 bMagicAddClass,Class_All,10;
}
}
}
}
TRY IT ON
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The preview shows appearance; equipment requirements are listed in the item details.
Some additional particle effects use the game client’s internal renderer and are not included in this preview.
Build an outfit with this itemEquipment sets
Set 1
Set effect
.@g = getenchantgrade(EQI_ARMOR);
if (.@g>=ENCHANTGRADE_D) {
bonus bVariableCastrate,-15;
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHP,2500;
bonus bMaxHPrate,5;
if (.@g>=ENCHANTGRADE_B) {
bonus bAspdRate,15;
if (.@g>=ENCHANTGRADE_A) {
bonus bFixedCast,-300;
}
}
}
}
Set 2
Set effect
.@g = getenchantgrade(EQI_ARMOR);
if (.@g>=ENCHANTGRADE_D) {
bonus bVariableCastrate,-15;
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHP,2500;
bonus bMaxHPrate,5;
if (.@g>=ENCHANTGRADE_B) {
bonus bAspdRate,15;
if (.@g>=ENCHANTGRADE_A) {
bonus bFixedCast,-300;
}
}
}
}
Set 3
Set effect
.@g = getenchantgrade(EQI_ARMOR);
if (.@g>=ENCHANTGRADE_D) {
bonus bVariableCastrate,-15;
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHP,2500;
bonus bMaxHPrate,5;
if (.@g>=ENCHANTGRADE_B) {
bonus bAspdRate,15;
if (.@g>=ENCHANTGRADE_A) {
bonus bFixedCast,-300;
}
}
}
}
Set 4
Set effect
.@g = getenchantgrade(EQI_ARMOR);
if (.@g>=ENCHANTGRADE_D) {
bonus bVariableCastrate,-15;
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHP,2500;
bonus bMaxHPrate,5;
if (.@g>=ENCHANTGRADE_B) {
bonus bAspdRate,15;
if (.@g>=ENCHANTGRADE_A) {
bonus bFixedCast,-300;
}
}
}
}
Set 5
Set effect
.@g = getenchantgrade(EQI_ARMOR);
if (.@g>=ENCHANTGRADE_D) {
bonus bVariableCastrate,-15;
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHP,2500;
bonus bMaxHPrate,5;
if (.@g>=ENCHANTGRADE_B) {
bonus bAspdRate,15;
if (.@g>=ENCHANTGRADE_A) {
bonus bFixedCast,-300;
}
}
}
}
Set 6
Set effect
.@g = getenchantgrade(EQI_ARMOR);
if (.@g>=ENCHANTGRADE_D) {
bonus bVariableCastrate,-15;
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHP,2500;
bonus bMaxHPrate,5;
if (.@g>=ENCHANTGRADE_B) {
bonus bAspdRate,15;
if (.@g>=ENCHANTGRADE_A) {
bonus bFixedCast,-300;
}
}
}
}
Set 7
Set effect
.@g = getenchantgrade(EQI_ARMOR);
if (.@g>=ENCHANTGRADE_D) {
bonus bVariableCastrate,-15;
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHP,2500;
bonus bMaxHPrate,5;
if (.@g>=ENCHANTGRADE_B) {
bonus bAspdRate,15;
if (.@g>=ENCHANTGRADE_A) {
bonus bFixedCast,-300;
}
}
}
}
Set 8
Set effect
.@g = getenchantgrade(EQI_ARMOR);
if (.@g>=ENCHANTGRADE_D) {
bonus bVariableCastrate,-15;
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHP,2500;
bonus bMaxHPrate,5;
if (.@g>=ENCHANTGRADE_B) {
bonus bAspdRate,15;
if (.@g>=ENCHANTGRADE_A) {
bonus bFixedCast,-300;
}
}
}
}
Set 9
Set effect
.@g = getenchantgrade(EQI_ARMOR);
if (.@g>=ENCHANTGRADE_D) {
bonus bVariableCastrate,-15;
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHP,2500;
bonus bMaxHPrate,5;
if (.@g>=ENCHANTGRADE_B) {
bonus bAspdRate,15;
if (.@g>=ENCHANTGRADE_A) {
bonus bFixedCast,-300;
}
}
}
}
Set 10
Set effect
.@g = getenchantgrade(EQI_ARMOR);
if (.@g>=ENCHANTGRADE_D) {
bonus bVariableCastrate,-15;
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHP,2500;
bonus bMaxHPrate,5;
if (.@g>=ENCHANTGRADE_B) {
bonus bAspdRate,15;
if (.@g>=ENCHANTGRADE_A) {
bonus bFixedCast,-300;
}
}
}
}
Set 11
Set effect
.@g = getenchantgrade(EQI_ARMOR);
if (.@g>=ENCHANTGRADE_D) {
bonus bVariableCastrate,-15;
if (.@g>=ENCHANTGRADE_C) {
bonus bMaxHP,2500;
bonus bMaxHPrate,5;
if (.@g>=ENCHANTGRADE_B) {
bonus bAspdRate,15;
if (.@g>=ENCHANTGRADE_A) {
bonus bFixedCast,-300;
}
}
}
}

















