Game version
King Schmidt's Suit artwork from Ragnarok Online
RENEWAL / ITEMS

King Schmidt's Suit [1]

#15388Armor

Schmidt_Suits

Item stats

DEF
150
Slots
1
Weight
90
Armor level
1
Buy price
0 z
Sell price
0 z

Usage & restrictions

Type
Armor
Equipment position
Armor
Gender
Both
Required level
130+
Jobs
All jobs
Class tiers
All tiers
Refineable
Yes
Trading & storage
No restrictions

King Schmidt's Suit description & effects

The uniform used by King Schmitz. ------------------------ Can't be destroyed. Increases physical and magical damage against medium and large size enemies by 10%. ------------------------ If refine rate is 7 or higher, increases physical and magical damage against fire and shadow property enemies by 10%. ------------------------ If refine rate is 9 or higher, reduces physical damage taken from dragon and formless race monsters by 15%. ------------------------ If refine rate is 11 or higher, reduces physical and magical damage taken from medium and large size enemies by 10%.. ------------------------ Set Bonus King Schmidt's Suit King Schmidt's Manteau MaxHP + 5%, MaxSP + 5%. If the sum of King Schmidt's Suit and King Schmidt's Manteau refine rate is 22 or higher, reduces global cooldown by 15%. ------------------------ Class : Armor Defense : 150 Weight : 90 Required Level : 130 Job : All Jobs
Item effect script
.@r = getrefine();
bonus bUnbreakableArmor;
bonus2 bAddSize,Size_Medium,10;
bonus2 bAddSize,Size_Large,10;
bonus2 bMagicAddSize,Size_Medium,10;
bonus2 bMagicAddSize,Size_Large,10;
if (.@r > 6) {
   bonus2 bAddEle,Ele_Fire,10;
   bonus2 bAddEle,Ele_Dark,10;
   bonus2 bMagicAddEle,Ele_Fire,10;
   bonus2 bMagicAddEle,Ele_Dark,10;
}
if (.@r > 8) {
   bonus2 bSubRace,RC_Dragon,15;
   bonus2 bSubRace,RC_Formless,15;
}
if (.@r > 10) {
   bonus2 bSubSize,Size_Medium,10;
   bonus2 bSubSize,Size_Large,10;
}

Equipment sets

Set 1

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR) + getequiprefinerycnt(EQI_GARMENT);
bonus bMaxHPrate,5;
bonus bMaxSPrate,5;
if (.@r > 21) {
   bonus bDelayrate,-15;
}

Set 8

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_ARMOR) + getequiprefinerycnt(EQI_GARMENT);
bonus bBaseAtk,30;
autobonus "{ bonus bLongAtkRate,10; }",10,10000,BF_WEAPON;
if (.@r >= 30) {
   bonus2 bAddEle,Ele_Holy,20;
   bonus2 bAddEle,Ele_Undead,20;
}

Set 9

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bLongAtkRate,10; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;
if (.@sum >= 30) {
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 10

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bLongAtkRate,10; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;
if (.@sum >= 30) {
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 11

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bLongAtkRate,10; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;
if (.@sum >= 30) {
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 12

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bLongAtkRate,10; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;
if (.@sum >= 30) {
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 13

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bLongAtkRate,10; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;
if (.@sum >= 30) {
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 14

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bLongAtkRate,10; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;
if (.@sum >= 30) {
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 15

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bLongAtkRate,10; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;
if (.@sum >= 30) {
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 16

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bLongAtkRate,10; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;
if (.@sum >= 30) {
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 17

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bLongAtkRate,10; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;
if (.@sum >= 30) {
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 18

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bLongAtkRate,10; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;
if (.@sum >= 30) {
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 19

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus2 bMagicAtkEle,Ele_Earth,10; bonus2 bMagicAtkEle,Ele_Wind,10; }",1,10000,BF_MAGIC;
bonus bMatk,30;
if (.@sum >= 30) {
   bonus2 bMagicAddEle,Ele_Undead,20;
   bonus2 bMagicAddEle,Ele_Holy,20;
}

Set 20

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bCritAtkRate,20; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;
if (.@sum >= 30) {
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 21

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus2 bMagicAtkEle,Ele_Holy,10; }",1,10000,BF_MAGIC;
bonus bMatk,30;
if (.@sum >= 30) {
   bonus2 bMagicAddEle,Ele_Undead,20;
   bonus2 bMagicAddEle,Ele_Holy,20;
}

Set 22

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus2 bMagicAtkEle,Ele_Fire,10; bonus2 bMagicAtkEle,Ele_Dark,10; }",1,10000,BF_MAGIC;
bonus bMatk,30;
if (.@sum >= 30) {
   bonus2 bMagicAddEle,Ele_Undead,20;
   bonus2 bMagicAddEle,Ele_Holy,20;
}

Set 23

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bMatkRate,10; }",1,10000,BF_MAGIC;
autobonus "{ bonus bLongAtkRate,10; }",1,10000,BF_WEAPON;
bonus bMatk,30;
bonus bBaseAtk,30;
if (.@sum >= 30) {
   bonus2 bMagicAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bMagicAddEle,Ele_Holy,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 24

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus2 bMagicAtkEle,Ele_Neutral,10; }",1,10000,BF_MAGIC;
bonus bMatk,30;
if (.@sum >= 30) {
   bonus2 bMagicAddEle,Ele_Undead,20;
   bonus2 bMagicAddEle,Ele_Holy,20;
}

Set 25

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus2 bMagicAtkEle,Ele_Neutral,10; }",1,10000,BF_MAGIC;
bonus bMatk,30;
if (.@sum >= 30) {
   bonus2 bMagicAddEle,Ele_Undead,20;
   bonus2 bMagicAddEle,Ele_Holy,20;
}

Set 26

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus2 bMagicAtkEle,Ele_Wind,10; bonus2 bMagicAtkEle,Ele_Water,10; }",1,10000,BF_MAGIC;
bonus bMatk,30;
if (.@sum >= 30) {
   bonus2 bMagicAddEle,Ele_Undead,20;
   bonus2 bMagicAddEle,Ele_Holy,20;
}

Set 27

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_L)+getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
if (.@sum >= 40) {
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 28

Set effect

autobonus "{ bonus bAtkRate,10; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;

Set 29

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus2 bMagicAtkEle,Ele_Neutral,10; bonus2 bMagicAtkEle,Ele_Fire,10; }",1,10000,BF_MAGIC;
bonus bMatk,30;
if (.@sum >= 30) {
   bonus2 bMagicAddEle,Ele_Undead,20;
   bonus2 bMagicAddEle,Ele_Holy,20;
}

Set 30

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bMatkRate,7; bonus bAtkRate,7; }",1,10000,BF_MAGIC;
if (.@sum >= 30) {
   bonus2 bMagicAddEle,Ele_Undead,20;
   bonus2 bAddEle,Ele_Undead,20;
   bonus2 bMagicAddEle,Ele_Holy,20;
   bonus2 bAddEle,Ele_Holy,20;
}

Set 31

Set effect

.@sum = getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_GARMENT);
autobonus "{ bonus bLongAtkRate,10; }",1,10000,BF_WEAPON;
bonus bBaseAtk,30;
if (.@sum >= 30) {
   bonus2 bAddEle,Ele_Holy,20;
   bonus2 bAddEle,Ele_Undead,20;
}

Set 32

Set effect

bonus bAllStats,10;
bonus2 bSubRace,RC_Player_Doram,7;
bonus2 bResEff,Eff_Freeze,10000;
/*TODO : When Using Elvira Candy Masquerade Ignorance State Recover*/

Set 33

Set effect

bonus bAllStats,10;
bonus2 bSubRace,RC_Player_Doram,7;
bonus2 bResEff,Eff_Freeze,10000;
/*TODO : When Using Elvira Candy Masquerade Ignorance State Recover*/
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