
RENEWAL / ITEMS
Old Driver Band(Yellow) [1]
#18974Armor
Old_Driver_Band_Y
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(Yellow) description & effects
Cannot be traded.
All Stats + 1.
ATK + 4 per 1 refine level.
ASPD + 1 per 5 refine levels.
MaxHP, MaxSP + 1% per 2 refine levels.
Increase damage of Arm Cannon by 15% per 2 refine levels.
Reduce cooldown of Self Destruction by 10 sec per 4 refine levels.
Type : Helm Defense : 10
Location : Upper Weight : 10
Required Level : 170
Class : Mechanic
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_ARMSCANNON",15*(.@r/2);
bonus2 bSkillCooldown,"NC_SELFDESTRUCTION",-10000*(.@r/4);
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_PILEBUNKER",15*(.@r/2);
bonus2 bSkillAtk,"NC_VULCANARM",15*(.@r/2);
if (.@r>=12)
bonus2 bSkillCooldown,"NC_SELFDESTRUCTION",-30000;
Set 3
Set effect
bonus2 bVariableCastrate,"NC_ARMSCANNON",-50;
bonus bDelayrate,-5;
Set 4
Set effect
bonus2 bVariableCastrate,"NC_ARMSCANNON",-50;
bonus bDelayrate,-5;
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus2 bSkillAtk,"NC_VULCANARM",15*(.@r/2);
bonus2 bSkillAtk,"NC_PILEBUNKER",15*(.@r/2);
if (.@r >= 12)
bonus2 bSkillCooldown,"NC_SELFDESTRUCTION",-30000;
Set 6
Set effect
bonus bLongAtkRate,15;
bonus2 bSkillAtk,"NC_COLDSLOWER",40;
Set 7
Set effect
bonus2 bSkillAtk,"NC_VULCANARM",20;
bonus2 bSkillAtk,"NC_ARMSCANNON",20;
bonus bDelayrate,-8;
bonus bNoMadoFuel;
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSkillCooldown,"NC_ARMSCANNON",-300;
bonus bLongAtkRate,.@r;
bonus bDelayrate,-.@r;
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSkillCooldown,"NC_ARMSCANNON",-300;
bonus bLongAtkRate,.@r;
bonus bDelayrate,-.@r;
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"NC_ARMSCANNON",10*(.@r/3);
Set 11
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"NC_ARMSCANNON",10*(.@r/3);
Set 12
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"NC_ARMSCANNON",10*(.@r/3);
Set 13
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"NC_ARMSCANNON",10*(.@r/3);
Set 14
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bVariableCastrate,"NC_ARMSCANNON",-100;
bonus2 bSkillCooldown,"NC_ARMSCANNON",-500;
bonus2 bAddRace,RC_All,4*(.@r/2);
bonus2 bSkillAtk,"NC_ARMSCANNON",10*(.@r/2);
Set 15
Set effect
bonus2 bSkillAtk,"NC_ARMSCANNON",60;














