
RENEWAL / ITEMS
Old Driver Band [1]
#18973Armor
Old_Driver_Band_R
Item stats
- DEF
- 10
- Slots
- 1
- Weight
- 10
- Armor level
- 1
- Buy price
- 10 z
- Sell price
- 5 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Headgear (Top)
- Gender
- Both
- Required level
- 170+
- Jobs
- Blacksmith
- Class tiers
- All Third, Fourth
- Refineable
- Yes
- Trading & storage
- Restricted: Dropping, Trading, NPC selling, Cart storage, Guild storage, Mail, Auction
Old Driver Band description & effects
An old, abandoned driver band that emanates a mysterious aura.
Account Bound
Class: Headgear
Position: Upper
Defense: 10
Weight: 10
Requires Level: 170
Usable By: Mechanic
All Stat + 1
Max HP + 1% per 2 upgrade levels of the item.
Max SP + 1% per 2 upgrade levels of the item.
ATK + 4 per upgrade level of the item.
Aspd + 1 per 5 upgrade levels of the item.
Increases the damage of Axe Tornado by 20% per 2 upgrade levels of the item.
Increases the damage of Power Swing by 20% per 2 upgrade levels of the item.
Set Bonus
Old Detachments Ring
Old Driver Band (Red) [1]
Increases the damage of Flame Launcher and Ice Launcher by 70%.
Item effect script
.@r = getrefine();
bonus bAllStats,1;
bonus bBaseAtk,4*.@r;
bonus bAspd,(.@r/5);
bonus bMaxHPrate,(.@r/2);
bonus bMaxSPrate,(.@r/2);
bonus2 bSkillAtk,"NC_POWERSWING",20*(.@r/2);
bonus2 bSkillAtk,"NC_AXETORNADO",20*(.@r/2);
TRY IT ON
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The preview shows appearance; equipment requirements are listed in the item details.
Some additional particle effects use the game client’s internal renderer and are not included in this preview.
Build an outfit with this itemEquipment sets
Set 1
Set effect
bonus2 bSkillAtk,"NC_FLAMELAUNCHER",70;
bonus2 bSkillAtk,"NC_COLDSLOWER",70;
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus2 bSkillAtk,"NC_AXETORNADO",3*(.@r/2);
if (.@r>=12)
bonus bDelayrate,-5;
Set 3
Set effect
bonus2 bSkillCooldown,"NC_AXEBOOMERANG",-500;
bonus2 bAddSize,Size_All,10;
Set 4
Set effect
bonus2 bSkillCooldown,"NC_AXEBOOMERANG",-500;
bonus2 bAddSize,Size_All,10;
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus2 bSkillAtk,"NC_AXEBOOMERANG",5*(.@r/2);
if (.@r >= 12)
bonus bBaseAtk,30;
Set 6
Set effect
bonus bDelayrate,-5;
bonus bShortAtkRate,20;
Set 7
Set effect
bonus2 bSkillCooldown,"NC_AXEBOOMERANG",-2000;
bonus bLongAtkRate,2*getequiprefinerycnt(EQI_HEAD_TOP);
Set 8
Set effect
bonus2 bSkillCooldown,"NC_AXEBOOMERANG",-2000;
bonus bLongAtkRate,2*getequiprefinerycnt(EQI_HEAD_TOP);
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"NC_AXEBOOMERANG",30*(.@r/3);
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"NC_AXEBOOMERANG",30*(.@r/3);
Set 11
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"NC_AXEBOOMERANG",30*(.@r/3);
Set 12
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"NC_AXEBOOMERANG",30*(.@r/3);
Set 13
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSkillCooldown,"NC_AXETORNADO",-1000;
bonus2 bAddRace,RC_All,4*(.@r/2);
bonus2 bSkillAtk,"NC_AXETORNADO",10*(.@r/2);
Set 14
Set effect
bonus2 bSkillAtk,"NC_AXETORNADO",60;













