
RENEWAL / ITEMS
Riot Chip [1]
#5965Armor
Riot_Chip_J
Item stats
- Slots
- 1
- Weight
- 30
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Headgear (Top)
- Gender
- Both
- Required level
- 100+
- 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
bonus bFixedCastrate,-50;
.@r = getrefine();
bonus2 bAddClass,Class_All,.@r;
bonus2 bMagicAddClass,Class_All,.@r;
TRY IT ON
8 directions · original animationsSee it on your character
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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
bonus bAtkRate,3;
Set 2
Set effect
bonus bAspd,1;
Set 3
Set effect
bonus2 bAddEle,Ele_Water,10;
Set 4
Set effect
bonus bDelayrate,-15;
Set 5
Set effect
bonus bVariableCastrate,-20;
Set 6
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSubRace,RC_DemiHuman,.@r;
bonus2 bSubRace,RC_Formless,.@r;
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bHit,(.@r/3)*5;
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bFlee,(.@r/3)*5;
Set 9
Set effect
bonus bMdef,20;
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAspdRate,(.@r/2);
Set 11
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAspdRate,(.@r/2);
Set 12
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAspdRate,(.@r/2);
Set 13
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAspdRate,(.@r/2);
Set 14
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAspdRate,(.@r/2);
Set 15
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAspdRate,(.@r/2);
Set 16
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bMaxHPrate,(.@r/2);
Set 17
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bMaxHPrate,(.@r/2);
Set 18
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bMaxHPrate,(.@r/2);
Set 19
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bMaxHPrate,(.@r/2);
Set 20
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bMaxHPrate,(.@r/2);
Set 21
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bMaxHPrate,(.@r/2);
Set 22
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bMaxHPrate,(.@r/2);
Set 23
Set effect
bonus bAspdRate,10;
bonus2 bAddClass,Class_All,10;
bonus2 bMagicAddClass,Class_All,10;
bonus2 bIgnoreDefRaceRate,RC_All,30;
bonus2 bIgnoreMdefRaceRate,RC_All,30;
Set 24
Set effect
bonus2 bAddEle,Ele_Fire,10;
Set 25
Set effect
bonus2 bAddEle,Ele_Earth,10;
Set 26
Set effect
bonus2 bAddEle,Ele_Wind,10;
Set 27
Set effect
bonus2 bSubEle,Ele_Fire,25;
Set 28
Set effect
bonus2 bSubEle,Ele_Water,25;
Set 29
Set effect
bonus2 bSubEle,Ele_Earth,25;
Set 30
Set effect
bonus2 bSubEle,Ele_Wind,25;
Set 31
Set effect
bonus2 bHPRegenRate,1500,5000;
Set 32
Set effect
bonus2 bSPRegenRate,25,5000;
Set 33
Set effect
bonus bHPrecovRate,350;
Set 34
Set effect
bonus bSPrecovRate,50;
Set 35
Set effect
bonus2 bMagicAddClass,Class_All,3;
Set 36
Set effect
bonus bDef,500;
Set 37
Set effect
bonus bFlee2,2;
Set 38
Set effect
bonus bBaseAtk,15;
Set 39
Set effect
bonus bMatk,15;
Set 40
Set effect
bonus bMaxHP,7500;
Set 41
Set effect
bonus bMaxSP,150;
Set 42
Set effect
bonus bMaxHP,1000;









