Game version
Vanargandr Helm artwork from Ragnarok Online
RENEWAL / ITEMS

Vanargandr Helm [1]

#18652Armor

Vanargand_Helm

Item stats

DEF
10
Slots
1
Weight
150
Armor level
1
Buy price
20 z
Sell price
10 z

Usage & restrictions

Type
Armor
Equipment position
Headgear (Top)
Gender
Both
Required level
80+
Jobs
All jobs
Class tiers
All tiers
Refineable
Yes
Trading & storage
No restrictions

Vanargandr Helm description & effects

Vanargand is a another name of Fenrir: the God Biter, which inspired the design of this helmet. Class: Headgear Position: Upper Defense: 10 Weight: 150 Requires Level: 80 Usable By: All Jobs If upgrade level is +4 or less, adds a chance of restoring 1% of damage as HP/SP when performing a physical attack. If upgrade level is +5 or higher, adds a chance of restoring additional 2% of damage as HP when performing a physical attack. If upgrade level is +7 or higher, adds an additional chance of restoring additional 2% of damage as HP and additional 1% of damage as SP when performing a physical attack. If upgrade level is +8 or higher, adds an additional chance of restoring additional X% of damage as HP and X% of damage as SP when performing a physical attack. If upgrade level is +9 or higher, adds an additional chance of restoring additional 3% of damage as HP and additional 2% of damage as SP when performing a physical attack. Set Malus Evil Dragon Armor [1] Vanargand Helm [1] Disables the following effect of Vanargand Helm [1], Restoring damage as HP/SP when performing a physical attack. Set Bonus Fenrir Chain [1] Vanargand Helm [1] If Vanargand Helm [1] upgrade level is +6 or higher, ATK + 5% Aspd + 5% Reduces the global delay of skills by 5%. Bypass 25% of hard defense of all race targets when performing a physical attack. If Vanargand Helm [1] upgrade level is +8 or higher, Additional ATK + 5%. Additional Aspd + 10%. Reduces the global delay of skills by an additional 10%. Bypass an additional 25% of hard defense of all race targets when performing a physical attack.
Item effect script
.@r = getrefine();
if (.@r >= 9 ) {
   bonus2 bHPDrainRate,60,8;
   bonus2 bSPDrainRate,20,4;
} else if (.@r >= 8 ) {
   bonus2 bHPDrainRate,50,5;
   bonus2 bSPDrainRate,10,2;
} else if (.@r >= 7 ) {
   bonus2 bHPDrainRate,30,5;
   bonus2 bSPDrainRate,10,2;
} else if (.@r >= 5 ) {
   bonus2 bHPDrainRate,10,3;
   bonus2 bSPDrainRate,10,1;
}
else {
   bonus2 bHPDrainRate,10,1;
   bonus2 bSPDrainRate,10,1;
}
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8 directions · original animations

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Equipment sets

Set 1

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 9) {
   bonus2 bHPDrainRate,-60,-8;
   bonus2 bSPDrainRate,-20,-4;
}
else if (.@r >= 8) {
   bonus2 bHPDrainRate,-50,-5;
   bonus2 bSPDrainRate,-10,-2;
}
else if (.@r >= 7) {
   bonus2 bHPDrainRate,-30,-5;
   bonus2 bSPDrainRate,-10,-2;
}
else if (.@r >= 5) {
   bonus2 bHPDrainRate,-10,-3;
   bonus2 bSPDrainRate,-10,-1;
}
else {
   bonus2 bHPDrainRate,-10,-1;
   bonus2 bSPDrainRate,-10,-1;
}

Set 2

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
if (.@r >= 6) {
   bonus bDelayrate,-5;
   bonus bAspdRate,5;
   bonus2 bAddClass,Class_All,5;
   bonus2 bIgnoreDefClassRate,Class_All,25;
}
if (.@r >= 8) {
   bonus bDelayrate,-10;
   bonus bAspdRate,10;
   bonus2 bAddClass,Class_All,5;
   bonus2 bIgnoreDefClassRate,Class_All,25;
}

Set 3

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
.@a = getequiprefinerycnt(EQI_ARMOR);
if (.@a>=12) {
   bonus2 bHPDrainRate,-60,6;
   bonus2 bSPDrainRate,-60,5;
}
else if (.@r>=9) {
   bonus2 bHPDrainRate,-60,8;
   bonus2 bSPDrainRate,-20,4;
}
else if (.@a>=9) {
   bonus2 bHPDrainRate,-40,4;
   bonus2 bSPDrainRate,-40,3;
}
else if (.@r>= 8) {
   bonus2 bHPDrainRate,-50,5;
   bonus2 bSPDrainRate,-10,2;
}
else if (.@r >= 7) {
   bonus2 bHPDrainRate,-30,5;
   bonus2 bSPDrainRate,-10,2;
}
else if (.@a >=6) {
   bonus2 bHPDrainRate,-30,3;
   bonus2 bSPDrainRate,-30,2;
}
else if (.@r >= 5) {
   bonus2 bHPDrainRate,-10,3;
   bonus2 bSPDrainRate,-10,1;
}
else {
   bonus2 bHPDrainRate,-10,1;
   bonus2 bSPDrainRate,-10,1;
}
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