Sigrun's Wings
ArmorID 5592Sigrun's_Wing
- EquipMiddle headgear
- DEF2
- Armor Lv1
- Level1+
- Weight10
- RefineNo
- NPC sellNo
ClassesEvery class
Ear adornments that symbolize rebirth. They have the ability to change its effects depending on the job of the wearer.
When equipped by Swordman, Merchant, Thief or Taekwon:
ASPD +1
When equipped by Mage, Acolyte, Ninja or Soul Linker:
MATK +5
Increases Healing skills effectiveness by 2%.
When equipped by Archer or Gunslinger:
Increases Ranged Physical Damage by 2%.
When equipped by Novice:
MaxHP +120
MaxSP +60
- For Swordman-family classes or for Merchant-family classes or for Thief-family classes or for the Taekwon line and except as a Soul Linker:
- ASPD +1
- Unless for Swordman-family classes or for Merchant-family classes or for Thief-family classes or for the Taekwon line and except as a Soul Linker and for Mage-family classes or for Acolyte-family classes or as a Ninja or as a Soul Linker:
- MATK +5
- Healing skills heal +2%
- Unless for Swordman-family classes or for Merchant-family classes or for Thief-family classes or for the Taekwon line and except as a Soul Linker and for Archer or Gunslinger-family classes:
- +2% ranged physical damage
- Unless for Swordman-family classes or for Merchant-family classes or for Thief-family classes or for the Taekwon line and except as a Soul Linker and for the Novice or Super Novice line:
- MaxHP +120
- MaxSP +60
Show script
if (BaseClass == Job_Swordman || BaseClass == Job_Merchant || BaseClass == Job_Thief || (BaseJob == Job_Taekwon && Class!=Job_Soul_Linker))
bonus bAspd,1;
else if (BaseClass == Job_Mage || BaseClass == Job_Acolyte || Class == Job_Ninja || Class == Job_Soul_Linker) {
bonus bMatk,5;
bonus bHealPower,2;
} else if (BaseClass == Job_Archer || BaseClass == Job_Gunslinger)
bonus bLongAtkRate,2;
else if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice) {
bonus bMaxHP,120;
bonus bMaxSP,60;
}With Violet Halo:
- +14% critical damage
With Rough Core and Violet Halo:
- +5% melee physical damage
- With your garment at +7 or higher:
- Chance to always hit +10%
- With your garment at +9 or higher:
- +10% melee physical damage