
RENEWAL / ITEMS
King Schmidt's Manteau [1]
#15389Armor
Schmidt_Manteau
Item stats
- DEF
- 70
- Slots
- 1
- Weight
- 60
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Garment
- Gender
- Both
- Required level
- 130+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
King Schmidt's Manteau description & effects
Manteau used by King Schmitz.
------------------------
Increases physical and magical damage against fire and shadow property enemies by 2% per 3 refine rate.
------------------------
If refine rate is 7 or higher, reduces physical damage taken from dragon and formless race monsters by 5%.
------------------------
If refine rate is 11 or higher, increases physical and magical damage against dragon and formless race monsters by 15%.
------------------------
Class : Garment
Defense : 70
Weight : 60
Required Level : 130
Job : All Jobs
Item effect script
.@r = getrefine();
bonus2 bAddEle,Ele_Fire,(.@r/3)*2;
bonus2 bAddEle,Ele_Dark,(.@r/3)*2;
bonus2 bMagicAddEle,Ele_Fire,(.@r/3)*2;
bonus2 bMagicAddEle,Ele_Dark,(.@r/3)*2;
if (.@r > 6) {
bonus2 bSubRace,RC_Dragon,5;
bonus2 bSubRace,RC_Formless,5;
}
if (.@r > 10) {
bonus2 bAddRace,RC_Dragon,15;
bonus2 bAddRace,RC_Formless,15;
bonus2 bMagicAddRace,RC_Dragon,15;
bonus2 bMagicAddRace,RC_Formless,15;
}
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 2
Set effect
bonus bBaseAtk,25;
bonus bHit,10;
Set 3
Set effect
bonus bMatk,25;
bonus bVariableCastrate,-8;
Set 4
Set effect
bonus bCritAtkRate,7;
bonus bAtkRate,5;
Set 5
Set effect
bonus bMaxHPrate,5;
bonus bDelayrate,-5;
Set 6
Set effect
bonus bAspdRate,3;
bonus bCritical,7;
Set 7
Set effect
bonus bLongAtkRate,7;
bonus bAspd,1;
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;
bonus bMaxHPrate,20;
bonus bMaxSPrate,20;
bonus bNoKnockback;
bonus2 bSubRace,RC_Player_Doram,5;
bonus2 bSubEle,Ele_Water,100;
Set 33
Set effect
bonus bAllStats,10;
bonus bMaxHPrate,20;
bonus bMaxSPrate,20;
bonus bNoKnockback;
bonus2 bSubRace,RC_Player_Doram,5;
bonus2 bSubEle,Ele_Water,100;


































