Game version
King Schmidt's Manteau artwork from Ragnarok Online
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 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;
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